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African Clearing

510861704Analyzed
2v2 RM · 8h ago on Oct 2, 2026· 43m 44s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇦 Vietnamese · Canada
915
+14
🇨🇦 Persians · Canada
903
+15
🇧🇪 Franks · Belgium
878
-38
🇧🇪 Byzantines · Belgium
868
-38
Player eAPM Actions Feudal Castle Imperial Opening
26 1,126 16:19 30:14 — ⚔ Scout Rush
21 919 14:06 25:41 33:27 ⛏ Fast Castle
15 669 15:07 24:18 37:25 ⚔ Archer Rush
13 578 16:43 31:54 43:13 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,610 9,565 5,395 1,740 28,310 33,575
12,735 6,460 4,015 1,365 24,575 26,425
11,435 5,305 4,310 1,400 22,450 25,555
7,995 6,025 1,845 1,700 17,565 22,322
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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