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African Clearing

517523404Analyzed
2v2 RM · 6d ago on Oct 30, 2026· 64m 40s· 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
🇦🇷 Teutons · Argentina
1150
+13
🇦🇷 Koreans · Argentina
1054
+16
vs
🇪🇸 Mongols · Spain
1077
-15
🇨🇱 Vietnamese · Chile
1061
-14
Player eAPM Actions Feudal Castle Imperial Opening
29 1,899 14:29 24:05 54:26 ⚔ Archer Rush
28 1,827 13:59 18:36 41:44 ⛏ Fast Castle
24 1,543 13:40 17:46 57:58 ⛏ Fast Castle
24 1,531 14:05 18:51 34:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,600 11,810 22,375 3,705 67,490 87,591
19,075 26,583 11,815 3,585 61,058 83,799
23,195 24,460 5,170 2,015 54,840 58,790
11,745 13,015 6,700 3,200 34,660 34,943
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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