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African Clearing

510482897Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 33m 21s· 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
🇨🇦 Romans · Canada
991
+15
🇹🇷 Celts · Türkiye
946
+17
🇷🇺 Inca · Russia
979
-16
🇷🇺 Ethiopians · Russia
970
-16
Player eAPM Actions Feudal Castle Imperial Opening
23 767 14:50 22:14 — ⚔ Champi Rush
19 648 14:52 20:22 — ⛏ Fast Castle
19 638 13:32 21:28 — ⛏ Fast Castle
17 560 18:16 25:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,475 6,560 3,290 750 16,075 16,116
6,555 5,255 1,540 1,500 14,850 15,963
5,750 3,505 1,600 915 11,770 13,574
4,440 3,565 610 400 9,015 9,350
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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