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African Clearing

510535291Analyzed
2v2 RM · 16h ago on Oct 1, 2026· 28m 46s· 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
🇫🇷 Lithuanians · France
809
+18
🇫🇷 Bulgarians · France
759
+20
🇩🇪 Byzantines · Germany
866
-20
🇰🇿 Italians · Kazakhstan
830
-18
Player eAPM Actions Feudal Castle Imperial Opening
31 897 15:40 — — ⚔ Skirmisher Rush
31 899 14:31 — — ⚔ Scout Rush
24 704 14:38 27:31 — ⚔ Drush into Skirms
21 600 15:50 25:47 — ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
6,110 4,115 350 100 10,675 11,133
5,260 3,605 1,035 450 10,350 10,535
4,295 3,115 610 815 8,835 8,276
2,875 2,175 140 170 5,360 6,300
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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