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African Clearing

510350284Analyzed
3v3 RM · 21h ago on Sep 30, 2026· 51m 0s· 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
🇬🇧 Romans · United Kingdom
1221
+15
🇨🇱 Varangians · Chile
1164
+17
🇵🇪 Burgundians · Peru
1164
+17
🇨🇱 Varangians · Chile
1246
-19
🇨🇱 Saracens · Chile
1214
-17
🇨🇱 Franks · Chile
1103
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 2,850 13:56 18:04 45:06 ⛏ Fast Castle
50 2,574 12:08 17:32 38:37 ⛏ Fast Castle
47 2,416 14:20 22:50 47:26
40 2,065 15:48 19:41 34:56 ⛏ Fast Castle
33 1,684 12:52 18:28 37:56 ⚔ Scouts FC
9 445 15:58 23:13 43:27 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,505 23,642 10,605 3,700 59,452 65,898
19,625 12,819 7,535 3,010 42,989 57,414
20,250 13,623 2,815 1,785 38,473 40,342
10,990 7,971 5,010 1,800 25,771 29,056
11,905 6,844 4,190 1,705 24,644 29,060
6,725 3,940 1,350 1,725 13,740 17,069
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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