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African Clearing

511754612Analyzed
2v2 RM · 10d ago on Oct 6, 2026· 65m 30s· 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
🇨🇦 Mongols · Canada
1474
+14
🇩🇪 Magyars · Germany
1392
+17
vs
🇵🇪 Muisca · Peru
1431
-16
🇦🇷 Mongols · Argentina
1405
-15
Player eAPM Actions Feudal Castle Imperial Opening
56 3,640 12:03 24:47 59:44
51 3,366 12:43 17:13 34:54 ⛏ Fast Castle
48 3,177 13:00 17:45 40:55 ⛏ Fast Castle
41 2,697 11:21 31:12 — ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
24,550 34,012 20,855 3,155 82,572 88,383
22,325 17,050 17,365 3,250 59,990 71,298
22,420 17,849 11,850 3,050 55,169 56,650
5,850 5,383 2,275 1,010 14,518 14,603
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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