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African Clearing

511337654Analyzed
2v2 RM · 11d ago on Oct 4, 2026· 67m 49s· 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 · United States
1319
+15
🇺🇸 Malay · United States
1304
+15
vs
🇩🇪 Britons · Germany
1287
-15
🇩🇪 Portuguese · Germany
1287
-15
Player eAPM Actions Feudal Castle Imperial Opening
51 3,444 13:09 26:08 44:03 ⚔ Scout Rush
47 3,211 13:09 16:01 39:33 ⛏ Fast Castle
37 2,517 12:00 25:52 40:08 ⚔ Archer Rush
33 2,211 13:17 17:26 46:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
49,510 33,270 36,855 2,200 121,835 125,255
42,490 26,387 24,615 2,565 96,057 99,524
35,700 21,478 16,095 3,015 76,288 86,320
14,300 21,856 15,335 3,310 54,801 65,391
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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