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African Clearing

511584807Analyzed
2v2 RM · 15d ago on Oct 5, 2026· 58m 50s· 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 · Netherlands
1234
+12
🇵🇪 Mongols · Peru
1126
+17
vs
🇩🇪 Teutons · Germany
1160
-15
🇩🇪 Franks · Germany
1139
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 2,535 11:23 24:30 44:58 ⚔ Archer Rush
34 1,981 14:26 21:48 43:57 ⚔ Scout Rush
30 1,792 12:22 18:51 39:20 ⛏ Fast Castle
27 1,578 13:09 20:56 38:38 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,340 22,500 12,835 2,200 67,875 78,135
26,545 21,400 8,885 3,775 60,605 64,732
24,190 15,185 14,620 2,250 56,245 63,046
22,585 18,625 9,215 2,215 52,640 53,128
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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