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African Clearing

510605321Analyzed
2v2 RM · 18h ago on Oct 1, 2026· 32m 3s· 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
🇬🇧 Turks · United Kingdom
1583
+12
🇬🇧 Portuguese · United Kingdom
1528
+15
🇺🇸 Malians · United States
1506
-14
🇺🇸 Dravidians · United States
1479
-13
Player eAPM Actions Feudal Castle Imperial Opening
52 1,666 11:41 22:16 — ⚔ Scout Rush
43 1,377 12:47 16:28 — ⛏ Fast Castle
43 1,370 11:44 15:48 — ⛏ Fast Castle
29 935 11:10 21:05 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
10,810 5,097 2,375 300 18,582 19,578
8,295 6,502 1,300 1,150 17,247 17,790
6,635 6,008 2,210 200 15,053 15,161
6,410 5,261 1,120 1,050 13,841 15,400
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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