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African Clearing

510369321Analyzed
2v2 RM · 3d ago on Sep 30, 2026· 52m 55s· 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
🇩🇪 Varangians · Germany
1235
+14
🇩🇪 Vietnamese · Germany
1221
+15
🇷🇺 Magyars · Russia
1204
-14
🇩🇪 Mongols · Germany
1195
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 2,425 12:42 26:45 38:26 ⚔ Archer Rush
37 1,946 13:43 26:57 — ⚔ Scout Rush
32 1,676 10:44 23:20 — ⚔ Scout Rush
29 1,533 13:34 18:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,290 15,144 6,145 240 36,819 47,379
15,605 6,740 9,290 2,265 33,900 35,659
11,535 11,669 5,070 4,530 32,804 35,849
8,450 11,154 8,480 2,815 30,899 31,901
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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