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African Clearing

506970153Analyzed
2v2 RM · 15d ago on Sep 16, 2026· 53m 32s· 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 · Argentina
1592
+11
🇦🇷 Persians · Argentina
1531
+14
🇺🇸 Celts · United States
1491
-13
🇹🇷 Sicilians · Türkiye
1464
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 2,409 31:13 36:00 52:58 ⛏ Fast Castle
36 1,954 13:14 17:02 34:26 ⛏ Fast Castle
26 1,380 17:16 21:00 — ⛏ Fast Castle
26 1,374 13:43 19:33 39:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,015 13,990 16,695 1,955 54,655 70,895
18,140 14,670 5,450 2,775 41,035 43,342
12,500 10,268 1,050 1,250 25,068 36,212
10,865 5,635 2,170 1,460 20,130 20,346
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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