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African Clearing

511446903Analyzed
2v2 RM · 13d ago on Oct 5, 2026· 58m 2s· 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
🇪🇨 Inca · Ecuador
1147
+14
🇺🇸 Mongols · United States
1129
+15
vs
🇺🇸 Bulgarians · United States
1114
-15
🇺🇸 Teutons · United States
1094
-14
Player eAPM Actions Feudal Castle Imperial Opening
38 2,208 14:20 30:09 45:19 ⚔ Archers into Skirms
38 2,229 12:17 23:09 38:12 ⚔ Scout Rush
32 1,829 14:33 21:38 41:53 ⚔ Drush FC into Skirms
25 1,476 14:00 26:28 40:42 ⚔ Drush into Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
30,020 17,110 8,900 4,150 60,180 61,795
22,470 20,480 11,935 4,850 59,735 67,482
28,930 16,012 10,585 2,250 57,777 63,699
21,365 21,620 11,200 2,000 56,185 66,220
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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