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African Clearing

510845373Analyzed
2v2 RM · 5h ago on Oct 2, 2026· 52m 51s· 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
🇩🇪 Huns · Germany
1480
+14
🇩🇪 Burgundians · Germany
1361
+19
🇹🇷 Varangians · Türkiye
1442
-17
🇹🇷 Danes · Türkiye
1408
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 2,662 13:34 17:31 37:53 ⛏ Fast Castle
39 2,062 13:05 17:39 33:22 ⛏ Fast Castle
39 2,056 12:15 17:25 35:16 ⛏ Fast Castle
35 1,868 12:36 17:30 38:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,250 20,685 16,670 4,650 71,255 77,032
26,650 17,287 17,145 3,890 64,972 86,271
17,550 19,271 16,135 1,925 54,881 60,156
22,170 14,148 7,990 3,905 48,213 51,626
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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