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African Clearing

512901291Analyzed
2v2 RM · 8d ago on Oct 11, 2026· 56m 24s· 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
🇩🇪 Saracens · Germany
1317
+15
🇩🇪 Mongols · Germany
1276
+17
vs
🇧🇷 Mongols · Brazil
1349
-18
🇰🇿 Magyars · Kazakhstan
1258
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 2,678 12:53 18:07 39:36 ⛏ Fast Castle
40 2,249 13:16 22:55 42:07 ⚔ Archer Rush
36 2,056 11:44 20:35 36:55 ⚔ Scout Rush
28 1,605 13:32 24:43 45:29 ⚔ Fish Boom into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
24,770 26,874 14,885 4,425 70,954 71,318
33,435 15,628 17,985 2,630 69,678 84,562
23,920 23,545 13,270 3,400 64,135 82,221
18,430 9,568 5,075 1,050 34,123 38,837
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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