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African Clearing

511284736Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 42m 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
🇫🇷 Burgundians · France
1076
+14
🇫🇷 Spanish · France
1075
+14
vs
🇧🇪 Malians · Belgium
1044
-14
🇧🇪 Koreans · Belgium
1021
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 1,840 13:35 23:30 — ⚔ M@A FC into Skirms
41 1,751 12:40 22:47 39:03 ⛏ Fast Castle
32 1,380 12:37 19:25 35:25 ⚔ FC into Scouts
25 1,077 14:33 18:30 34:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,470 7,201 5,685 1,150 26,506 28,182
11,690 8,141 4,180 1,055 25,066 25,729
12,250 5,000 4,505 2,150 23,905 28,721
7,400 10,022 1,955 650 20,027 24,369
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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