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African Clearing

505249983Analyzed
2v2 RM · 23d ago on Sep 8, 2026· 64m 14s· 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
🇧🇷 Khmer · Brazil
1502
+17
🇧🇷 Spanish · Brazil
1428
+20
🇦🇹 Bulgarians · Austria
1581
-21
🇦🇹 Koreans · Austria
1464
-16
Player eAPM Actions Feudal Castle Imperial Opening
76 4,906 11:12 25:23 43:11 ⚔ Scouts into Archers into Skirms
70 4,489 13:09 17:47 47:41 ⛏ Fast Castle
47 3,038 12:54 17:19 43:50 ⛏ Fast Castle
39 2,477 12:36 22:04 57:54 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
46,800 16,153 27,900 5,715 96,568 100,098
22,700 33,142 12,120 4,280 72,242 76,705
31,000 22,480 13,225 1,320 68,025 77,724
27,380 11,521 17,265 2,390 58,556 67,147
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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