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African Clearing

511721493Analyzed
2v2 RM · 11d ago on Oct 6, 2026· 54m 19s· 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 · Netherlands
1418
+17
🇨🇳 Magyars · China
1411
+17
vs
🇨🇦 Mongols · Canada
1470
-18
🇩🇪 Saracens · Germany
1408
-16
Player eAPM Actions Feudal Castle Imperial Opening
64 3,500 14:39 19:20 40:26 ⛏ Fast Castle
55 3,012 12:29 25:28 42:10 ⚔ Scouts into Skirms
49 2,635 11:59 24:05 40:02 ⚔ Scout Rush
45 2,419 12:45 26:38 49:41 ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
18,430 25,043 16,540 5,285 65,298 69,782
21,900 13,315 15,430 2,950 53,595 55,045
17,800 16,647 8,825 2,515 45,787 50,917
14,615 18,477 4,665 1,855 39,612 42,469
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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