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African Clearing

504345533Analyzed
2v2 RM · 27d ago on Sep 5, 2026· 50m 1s· 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
🇭🇷 Cumans · Croatia
761
+13
🇨🇴 Portuguese · Colombia
733
+15
🇦🇷 Mongols · Argentina
703
-14
🇦🇷 Spanish · Argentina
702
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 1,157 15:06 26:45 43:14
17 844 14:15 22:52 — ⚔ Archers FC
17 863 17:55 29:54 41:31 ⚔ M@A Rush
12 595 20:28 28:55 42:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,245 17,590 10,560 400 49,795 56,680
17,120 9,807 10,070 2,015 39,012 40,622
10,245 8,125 1,305 3,550 23,225 25,697
10,095 6,360 1,960 1,700 20,115 21,677
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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