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African Clearing

513247666Analyzed
2v2 RM · 1d ago on Oct 12, 2026· 48m 54s· 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
🇫🇷 Malay · France
1989
+4
🇨🇭 Bengalis · Switzerland
1838
+7
vs
🇫🇷 Britons · France
1641
-6
🇳🇱 Inca · Netherlands
1625
-5
Player eAPM Actions Feudal Castle Imperial Opening
53 2,574 12:31 20:31 42:44 ⛏ Fish Boom FC
51 2,500 10:58 30:22 — ⚔ Scouts into Archers into Towers into Skirms
46 2,229 13:25 18:14 48:23 ⚔ FC into Archers
30 1,451 12:20 24:39 — ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,995 27,851 12,655 2,810 66,311 71,640
9,645 11,689 8,485 2,350 32,169 33,614
8,145 9,955 2,135 1,460 21,695 23,363
10,860 5,041 3,055 1,175 20,131 20,245
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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