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African Clearing

510323264Analyzed
2v2 RM · 8h ago on Sep 30, 2026· 44m 43s· 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
🇷🇺 Berbers · Russia
1279
+11
🇷🇺 Hindustanis · Russia
1086
+18
🇫🇷 Huns · France
1187
-16
🇫🇷 Danes · France
1112
-13
Player eAPM Actions Feudal Castle Imperial Opening
31 1,366 14:47 32:51 — ⚔ Scouts into Skirms
30 1,332 12:19 16:21 35:04 ⛏ Fast Castle
18 800 13:13 22:59 — ⚔ Scout Rush
18 814 12:24 20:55 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,295 11,895 10,300 1,050 40,540 48,758
15,885 8,435 4,250 950 29,520 30,028
9,875 6,600 1,280 1,875 19,630 23,025
8,870 5,925 2,610 1,250 18,655 18,443
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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