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African Clearing

506223506Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 47m 57s· 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
🇫🇷 Wei · France
990
+15
🇫🇷 Bulgarians · France
990
+15
🇺🇾 Huns · Uruguay
971
-15
🇺🇾 Vietnamese · Uruguay
970
-15
Player eAPM Actions Feudal Castle Imperial Opening
29 1,375 15:20 20:06 42:19 ⛏ Fast Castle
28 1,322 13:20 24:04 — ⚔ Scout Rush
14 687 14:00 25:19 44:13 ⚔ Archers into Skirms
14 692 14:25 19:36 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,875 10,798 11,340 1,730 43,743 45,249
11,240 9,080 4,925 850 26,095 29,639
11,430 6,215 5,370 950 23,965 26,103
8,320 7,435 1,855 4,340 21,950 29,166
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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