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African Clearing

510629539Analyzed
2v2 RM · 1mo ago on Oct 1, 2026· 63m 42s· 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
🇺🇸 Vietnamese · United States
1080
+15
🇺🇸 Portuguese · United States
1000
+18
vs
🇫🇮 Danes · Finland
1062
-17
🇺🇸 Mongols · United States
1029
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 2,961 16:09 20:33 41:44 ⛏ Fast Castle
27 1,749 14:06 19:55 44:39 ⚔ FC into Skirms
23 1,459 11:47 17:11 35:57 ⛏ Fast Castle
22 1,393 13:36 25:37 42:06 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,705 26,960 19,410 3,830 80,905 93,997
34,190 27,534 16,090 1,600 79,414 94,393
27,775 17,652 14,835 3,100 63,362 68,068
23,535 18,912 15,320 2,330 60,097 63,020
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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