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African Clearing

504136207Analyzed
2v2 RM · 2mo ago on Sep 4, 2026· 59m 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
🇨🇱 Ethiopians · Chile
1333
+17
🇦🇷 Byzantines · Argentina
1332
+18
vs
🇦🇷 Wu · Argentina
1459
-22
🇦🇷 Chinese · Argentina
1271
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 2,610 13:59 18:38 37:40 ⛏ Fast Castle
41 2,460 12:39 16:54 40:17 ⛏ Fast Castle
30 1,822 12:10 15:59 — ⛏ Fast Castle
26 1,576 11:52 20:58 42:20 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
31,620 21,113 15,185 5,805 73,723 76,238
23,000 17,719 12,160 3,795 56,674 60,499
20,135 13,437 7,040 2,900 43,512 46,436
12,460 14,455 2,660 1,650 31,225 36,641
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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