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African Clearing

511449263Analyzed
2v2 RM · 12d ago on Oct 5, 2026· 45m 3s· 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 · Canada
1355
+14
🇧🇷 Varangians · Brazil
1338
+15
vs
🇬🇧 Mongols · United Kingdom
1447
-20
🇦🇷 Wei · Argentina
1167
-9
Player eAPM Actions Feudal Castle Imperial Opening
70 3,170 11:39 23:04 — ⚔ Scout Rush
52 2,334 13:05 17:16 44:58 ⛏ Fast Castle
29 1,299 12:17 23:19 41:52 ⚔ Scout Rush
20 904 15:34 20:24 38:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,780 8,055 13,485 955 44,275 46,839
14,160 16,054 7,015 2,750 39,979 40,055
18,125 11,165 5,955 2,755 38,000 39,446
12,785 7,523 3,740 2,650 26,698 29,131
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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