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African Clearing

510577181Analyzed
2v2 RM · 3h ago on Oct 1, 2026· 40m 18s· 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
🇧🇷 Vietnamese · Brazil
1689
+14
🇩🇪 Sicilians · Germany
1583
+18
🇺🇾 Byzantines · Uruguay
1717
-19
🇺🇾 Aztecs · Uruguay
1560
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 2,269 12:54 16:35 33:30 ⛏ Fast Castle
48 1,955 13:35 17:31 — ⛏ Fast Castle
38 1,513 11:15 21:06 28:22 ⚔ Scout Rush
32 1,301 12:29 16:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,400 14,741 7,820 1,075 37,036 40,755
12,325 10,956 4,325 1,450 29,056 30,884
10,975 5,735 7,485 1,050 25,245 27,963
8,605 7,241 3,025 2,610 21,481 21,183
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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