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African Clearing

510909118Analyzed
2v2 RM · 16h ago on Oct 3, 2026· 68m 13s· 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
🇨🇳 Dravidians · China
1411
+14
🇦🇺 Goths · Australia
1289
+19
🇦🇷 Varangians · Argentina
1388
-18
🇦🇷 Cumans · Argentina
1327
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 2,832 14:51 18:55 42:35 ⛏ Fish Boom FC
41 2,773 13:49 17:56 39:02 ⛏ Fast Castle
39 2,661 14:27 18:15 42:35 ⛏ Fast Castle
30 2,021 13:21 18:20 38:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
53,665 21,104 34,290 5,275 114,334 117,077
50,850 33,593 15,935 3,800 104,178 109,551
41,885 26,180 24,685 4,450 97,200 106,509
40,175 31,774 17,945 2,950 92,844 96,924
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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