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African Clearing

510396461Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 38m 49s· 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
🇧🇷 Koreans · Brazil
1631
+13
🇵🇹 Varangians · Portugal
1584
+14
🇧🇷 Huns · Brazil
1565
+15
🇩🇪 Chinese · Germany
1580
-15
🇦🇹 Vietnamese · Austria
1553
-14
🇧🇷 Koreans · Brazil
1519
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 2,084 13:09 17:54 — ⛏ Fast Castle
50 1,945 11:44 22:25 — ⚔ Archers into Towers
47 1,817 12:23 16:26 35:56 ⛏ Fast Castle
44 1,701 13:16 16:50 35:27 ⛏ Fast Castle
39 1,506 11:59 15:43 31:09 ⛏ Fast Castle
29 1,144 14:30 18:01 31:46 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,665 9,881 8,515 1,350 39,411 41,385
15,305 14,961 5,810 1,250 37,326 38,911
10,575 16,744 3,935 1,850 33,104 34,259
9,600 9,102 5,745 3,450 27,897 29,180
7,285 7,768 2,470 1,775 19,298 21,361
9,000 4,585 2,735 2,155 18,475 18,137
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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