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African Clearing

511296284Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 42m 7s· 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 · France
1079
+16
🇫🇷 Burgundians · France
1079
+16
vs
🇦🇷 Ethiopians · Argentina
1103
-17
🇨🇴 Cumans · Colombia
1059
-15
Player eAPM Actions Feudal Castle Imperial Opening
30 1,272 14:19 18:27 36:20 ⛏ Fast Castle
28 1,200 14:57 20:44 36:58 ⚔ FC into Archers
19 808 14:39 19:02 39:16 ⛏ Fast Castle
17 709 14:42 28:07 —

Resources

Player Food Wood Gold Stone Spent Collected
13,620 8,005 8,195 1,050 30,870 34,647
13,385 8,423 4,220 1,600 27,628 28,069
10,935 7,830 5,325 2,350 26,440 28,313
11,010 8,467 4,470 2,450 26,397 28,593
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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