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African Clearing

510665915Analyzed
3v3 RM · 6h ago on Oct 2, 2026· 41m 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
🇨🇳 Cumans · China
1290
+15
🇵🇪 Malians · Peru
1255
+16
🇺🇸 Huns · United States
1233
+17
🇨🇱 Danes · Chile
1315
-18
🇨🇱 Maya · Chile
1260
-16
🇨🇱 Slavs · Chile
1222
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 2,086 14:05 30:23 — ⚔ Scout Rush
36 1,469 12:07 23:04 — ⚔ Scout Rush
29 1,177 14:41 18:45 — ⛏ Fast Castle
25 1,029 14:10 24:49 39:50 ⚔ Fish Boom into Scouts
22 907 13:23 26:58 — ⚔ Archer Rush
16 649 13:49 28:52 —

Resources

Player Food Wood Gold Stone Spent Collected
12,400 8,955 5,300 1,150 27,805 33,403
13,220 8,445 3,895 950 26,510 28,063
11,990 7,810 4,075 100 23,975 26,878
10,765 6,715 3,620 1,525 22,625 25,107
8,560 7,663 4,005 850 21,078 21,863
7,410 5,575 650 200 13,835 13,349
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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