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African Clearing

503801854Analyzed
3v3 RM · 1mo ago on Sep 2, 2026· 15m 28s· 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
🇨🇳 Huns · China
1237
+17
🇨🇳 Hindustanis · China
1222
+18
🇨🇳 Goths · China
1197
+19
🇪🇸 Ethiopians · Spain
1284
-19
🇬🇧 Lithuanians · United Kingdom
1245
-17
🇨🇳 Mongols · China
1239
-17
Player eAPM Actions Feudal Castle Imperial Opening
38 590 13:46 — —
27 416 12:56 — — ⚔ Scout Rush
25 389 14:01 — — ⚔ M@A Rush
23 360 11:39 — — ⚔ Scout Rush
23 352 13:32 — — ⛏ Fast Castle
20 305 13:18 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,785 1,670 50 100 4,605 4,315
2,650 1,125 250 100 4,125 3,864
2,150 1,743 0 165 4,058 4,596
2,645 1,150 50 100 3,945 4,179
2,300 1,100 140 100 3,640 3,577
1,950 1,375 50 100 3,475 3,270
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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