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African Clearing

511360128Analyzed
2v2 RM · 16d ago on Oct 4, 2026· 64m 51s· 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
🇹🇷 Vikings · Türkiye
946
+13
🇳🇴 Spanish · Norway
943
+13
vs
🇺🇸 Sicilians · United States
915
-14
🇨🇿 Khmer · Czechia
856
-12
Player eAPM Actions Feudal Castle Imperial Opening
17 1,124 13:25 19:04 46:20 ⛏ Fast Castle
16 1,006 13:24 22:33 52:41 ⚔ Scout Rush
1 58 — — —
0 18 — — —

Resources

Player Food Wood Gold Stone Spent Collected
19,145 13,580 8,720 3,530 44,975 47,178
14,710 12,049 5,510 1,700 33,969 41,192
0 325 0 100 425 0
0 275 0 100 375 0
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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