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African Clearing

513533657Analyzed
2v2 RM · 3d ago on Oct 14, 2026· 51m 31s· 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
🇨🇦 Hindustanis · Canada
1034
+18
🇦🇷 Italians · Argentina
1012
+19
vs
🇺🇸 Franks · United States
1091
-19
🇺🇸 Jurchens · United States
1081
-18
Player eAPM Actions Feudal Castle Imperial Opening
44 2,280 13:04 18:21 42:19 ⛏ Fast Castle
37 1,886 12:34 16:44 38:55 ⛏ Fast Castle
23 1,192 14:27 21:47 38:13 ⛏ Fast Castle
22 1,115 13:26 20:45 39:17

Resources

Player Food Wood Gold Stone Spent Collected
22,425 20,695 8,465 2,450 54,035 58,323
23,000 13,540 12,975 1,600 51,115 56,569
9,375 10,005 6,625 2,900 28,905 32,607
11,140 7,690 6,220 2,250 27,300 31,729
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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