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African Clearing

510561288Analyzed
2v2 RM · 11h ago on Oct 1, 2026· 74m 37s· 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
🇳🇱 Mongols · Netherlands
1246
+14
🇺🇸 Dravidians · United States
1228
+15
🇪🇸 Ethiopians · Spain
1211
-15
🇪🇸 Franks · Spain
1208
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 3,462 11:42 16:08 38:37 ⛏ Fast Castle
41 3,023 14:04 17:51 36:37 ⛏ Fast Castle
35 2,607 15:05 18:49 53:43 ⛏ Fish Boom FC
23 1,687 12:29 24:29 35:08 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
34,040 36,097 15,475 4,570 90,182 98,171
52,145 18,373 15,035 1,530 87,083 89,827
44,710 23,238 9,185 4,530 81,663 102,195
29,405 16,940 12,375 4,075 62,795 66,885
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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