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African Clearing

510371147Analyzed
2v2 RM · 8h ago on Sep 30, 2026· 30m 38s· 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 · India
1266
+12
🇮🇳 Vietnamese · India
1090
+18
🇹🇼 Burgundians · Taiwan
1161
-15
🇩🇪 Khitans · Germany
1158
-15
Player eAPM Actions Feudal Castle Imperial Opening
31 956 11:09 20:25 — ⚔ Scout Rush
26 791 16:41 23:26 — ⛏ Fast Castle
10 294 13:34 — —
10 320 19:39 23:41 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
7,035 4,127 2,825 300 14,287 15,060
6,615 4,523 890 930 12,958 14,454
5,610 5,020 1,145 200 11,975 11,609
1,900 1,216 50 0 3,166 4,221
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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