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African Clearing

511169635Analyzed
2v2 RM · 16d ago on Oct 4, 2026· 38m 15s· 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
🇺🇸 Maya · United States
1465
+14
🇦🇷 Vietnamese · Argentina
1449
+15
vs
🇧🇷 Wei · Brazil
1444
-15
🇧🇷 Shu · Brazil
1404
-14
Player eAPM Actions Feudal Castle Imperial Opening
68 2,607 11:36 25:57 — ⚔ Scout Rush
64 2,443 14:11 18:10 — ⛏ Fast Castle
57 2,167 12:33 16:27 37:28 ⛏ Fast Castle
42 1,602 12:40 24:14 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,015 8,441 8,460 1,155 37,071 38,033
11,300 12,166 5,510 3,120 32,096 33,158
14,185 7,585 4,680 300 26,750 26,515
6,085 7,735 4,335 2,250 20,405 21,413
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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