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African Clearing

511846428Analyzed
2v2 RM · 10d ago on Oct 6, 2026· 47m 9s· 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
🇨🇴 Gurjaras · Colombia
1067
+14
🇧🇷 Malay · Brazil
1040
+15
vs
🇦🇷 Byzantines · Argentina
1068
-16
🇺🇸 Maya · United States
985
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 2,059 12:31 26:37 37:50 ⚔ Scout Rush
20 927 13:59 20:06 42:24 ⛏ Fast Castle
15 719 15:58 — —
13 602 14:44 21:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,390 7,866 5,185 850 29,291 32,144
10,250 9,668 3,270 1,235 24,423 27,356
5,350 3,130 515 200 9,195 11,321
2,785 2,975 50 100 5,910 6,838
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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