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African Clearing

511791883Analyzed
2v2 RM · 13d ago on Oct 6, 2026· 49m 9s· 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
🇸🇰 Sicilians · Slovakia
1304
+15
🇲🇦 Mongols · Morocco
1299
+15
vs
🇲🇽 Saracens · Mexico
1307
-16
🇲🇽 Wu · Mexico
1256
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 2,341 13:30 19:09 38:13 ⛏ Fast Castle
35 1,696 13:53 28:14 — ⚔ Towers FC
26 1,288 13:44 18:26 40:37 ⛏ Fast Castle
20 974 12:27 20:26 40:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,205 19,374 10,475 4,160 58,214 67,405
10,890 11,745 8,690 2,350 33,675 38,617
13,130 12,298 1,505 1,350 28,283 30,737
6,615 6,670 4,350 1,625 19,260 20,118
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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