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African Clearing

512747002Analyzed
2v2 RM · 9d ago on Oct 10, 2026· 56m 0s· 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
🇩🇪 Wei · Germany
1320
+16
🇩🇪 Mongols · Germany
1276
+18
vs
🇩🇪 Wei · Germany
1358
-19
🇦🇹 Huns · Austria
1273
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 2,652 12:37 16:37 36:38 ⛏ Fast Castle
47 2,642 12:31 16:44 33:26 ⛏ Fast Castle
32 1,792 14:55 18:42 36:17 ⛏ Fast Castle
31 1,759 13:48 17:57 32:37 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,525 25,272 16,900 3,290 87,987 91,147
31,480 29,285 21,230 4,320 86,315 100,467
41,675 20,502 19,875 2,535 84,587 92,048
22,310 33,103 17,980 2,055 75,448 80,825
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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