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African Clearing

506393880Analyzed
2v2 RM · 18d ago on Sep 13, 2026· 31m 57s· 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
🇧🇪 Chinese · Belgium
972
+13
🇩🇪 Japanese · Germany
935
+15
🇩🇪 Romans · Germany
939
-15
🇩🇪 Mongols · Germany
884
-13
Player eAPM Actions Feudal Castle Imperial Opening
32 1,037 13:21 31:28 — ⚔ Skirmisher Rush
25 791 14:43 20:50 — ⛏ Fast Castle
18 589 12:18 17:31 — ⛏ Fast Castle
11 365 16:49 25:00 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,800 6,190 1,900 300 14,190 15,543
6,020 4,225 1,450 300 11,995 12,489
5,120 3,740 1,450 1,600 11,910 13,482
5,775 3,210 580 225 9,790 12,996
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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