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African Clearing

505727582Analyzed
2v2 RM · 1mo ago on Sep 10, 2026· 59m 38s· 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
🇨🇱 Khmer · Chile
1464
+9
🇨🇱 Japanese · Chile
1335
+14
vs
🇩🇰 Huns · Denmark
1336
-13
🇨🇿 Khmer · Czechia
1254
-10
Player eAPM Actions Feudal Castle Imperial Opening
43 2,553 11:46 15:49 38:04 ⛏ Fast Castle
35 2,074 12:42 16:44 35:03 ⛏ Fast Castle
30 1,781 12:39 18:17 42:54 ⛏ Fast Castle
21 1,276 11:20 16:41 33:09 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
51,010 18,320 27,700 4,375 101,405 108,995
30,270 15,655 15,390 5,100 66,415 80,401
27,030 15,294 15,480 1,900 59,704 65,307
19,710 20,795 16,295 2,250 59,050 74,803
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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