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African Clearing

510693409Analyzed
3v3 RM · 4h ago on Oct 2, 2026· 52m 35s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇨🇳 Magyars · China
1182
+7
🇨🇳 Vietnamese · China
982
+15
🇨🇳 Franks · China
847
+20
🇺🇸 Tatars · United States
986
-15
🇲🇽 Chinese · Mexico
953
-14
🇺🇸 Franks · United States
926
-13
Player eAPM Actions Feudal Castle Imperial Opening
36 1,910 13:53 20:39 39:24 ⚔ Scout Rush
26 1,345 13:17 25:22 41:28 ⚔ Archer Rush
25 1,303 16:28 23:36 45:25 ⚔ Archer Rush
16 856 18:51 24:13 40:58 ⛏ Fast Castle
15 795 15:30 29:25 — ⚔ Scout Rush
14 744 16:40 47:49 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,390 12,345 14,935 1,600 48,270 56,759
15,660 12,918 10,790 1,800 41,168 44,716
16,170 10,145 9,245 1,050 36,610 43,900
12,945 8,945 5,180 2,580 29,650 32,411
8,705 9,360 5,175 2,300 25,540 25,905
5,335 5,740 300 825 12,200 19,400
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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