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African Clearing

505301037Analyzed
2v2 RM · 25d ago on Sep 8, 2026· 16m 23s· 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
🇧🇷 Persians · Brazil
1589
+12
🇧🇷 Huns · Brazil
1519
+15
🇪🇸 Teutons · Spain
1514
-14
🇨🇳 Mapuche · China
1497
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 581 11:35 — — ⚔ Scout Rush
31 502 12:57 — — ⛏ Fast Castle
23 382 — — —
20 333 12:15 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,240 1,725 50 100 5,115 4,719
2,900 1,831 250 100 5,081 5,013
2,775 1,395 250 100 4,520 4,214
200 325 50 100 675 93
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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