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African Clearing

510987362Analyzed
2v2 RM · 11h ago on Oct 3, 2026· 40m 26s· 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
🇨🇳 Chinese · China
1309
+7
🇨🇳 Spanish · China
786
+63
🇮🇳 Goths · India
1101
-18
🇩🇪 Vikings · Germany
1040
-16
Player eAPM Actions Feudal Castle Imperial Opening
44 1,794 12:46 17:20 30:16 ⛏ Fish Boom FC
40 1,613 15:38 19:12 36:39 ⚔ FC into Archers
30 1,210 14:16 18:17 31:12 ⛏ Fast Castle
27 1,074 16:09 20:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,000 16,501 8,885 4,770 48,156 55,093
17,905 12,571 1,815 1,700 33,991 36,661
15,530 9,020 6,775 1,415 32,740 35,348
12,125 9,845 7,615 2,900 32,485 35,442
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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