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African Clearing

510410886Analyzed
3v3 RM · 20h ago on Sep 30, 2026· 30m 20s· 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
1337
+10
🇦🇷 Vietnamese · Argentina
1130
+18
🇦🇷 Italians · Argentina
908
+27
🇨🇦 Vietnamese · Canada
1241
-20
🇬🇧 Mongols · United Kingdom
1166
-18
🇺🇸 Magyars · United States
1147
-17
Player eAPM Actions Feudal Castle Imperial Opening
74 2,259 11:32 23:53 — ⚔ Scout Rush
52 1,563 15:52 27:25 —
39 1,178 14:32 21:55 — ⚔ Archer Rush
25 764 12:47 26:20 — ⚔ M@A Rush
23 683 12:33 24:15 — ⚔ Scout Rush
16 490 13:29 27:24 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,725 6,147 2,180 205 14,257 14,072
7,165 4,196 1,515 955 13,831 13,825
6,530 4,120 685 825 12,160 12,669
4,675 4,207 1,040 230 10,152 11,804
4,110 3,263 565 975 8,913 8,705
3,550 2,425 250 300 6,525 5,779
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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