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African Clearing

510689197Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 35m 13s· 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
🇦🇷 Celts · Argentina
954
+14
🇯🇵 Japanese · Japan
911
+16
🇵🇪 Bohemians · Peru
911
-15
🇵🇪 Danes · Peru
899
-15
Player eAPM Actions Feudal Castle Imperial Opening
24 850 13:24 19:30 — ⛏ Fast Castle
22 776 13:29 23:26 32:13 ⚔ Archers into Fast Imp
17 585 16:37 24:05 — ⚔ Towers FC
16 550 13:47 30:38 — ⚔ M@A into Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
8,930 3,857 1,965 760 15,512 17,397
7,630 5,295 1,910 450 15,285 15,536
4,850 3,750 1,790 965 11,355 10,992
4,025 3,134 250 1,250 8,659 9,917
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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