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African Clearing

506855259Analyzed
3v3 RM · 17d ago on Sep 15, 2026· 43m 55s· 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
🇮🇩 Japanese · Indonesia
887
+16
🇷🇴 Burgundians · Romania
872
+17
🇮🇩 Vietnamese · Indonesia
763
+21
🇨🇳 Cumans · China
916
-19
🇨🇳 Persians · China
883
-18
🇨🇳 Franks · China
849
-43
Player eAPM Actions Feudal Castle Imperial Opening
36 1,591 14:37 35:40 — ⚔ Scouts into Archers
26 1,132 14:18 37:19 —
19 815 16:28 28:10 — ⚔ Archers into Skirms
17 762 40:55 — — ⚔ Drush
17 755 17:34 — — ⚔ Towers into Skirms
8 351 17:56 29:42 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,045 9,628 1,795 755 21,223 22,874
8,850 6,254 2,770 1,500 19,374 20,828
6,705 8,485 2,360 200 17,750 20,217
5,175 4,805 1,195 1,575 12,750 16,303
3,205 4,225 130 1,490 9,050 9,351
2,225 2,190 100 205 4,720 6,770
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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