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African Clearing

503914645Analyzed
3v3 RM · 29d ago on Sep 3, 2026· 58m 39s· 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
🇩🇴 Goths · Dominican Republic
1663
+12
🇨🇱 Khmer · Chile
1613
+14
🇦🇷 Jurchens · Argentina
1583
+15
🇨🇦 Tatars · Canada
1568
-14
🇺🇸 Hindustanis · United States
1566
-14
🇺🇸 Celts · United States
1564
-13
Player eAPM Actions Feudal Castle Imperial Opening
65 3,824 12:05 34:03 — ⚔ M@A into Towers into Skirms
58 3,416 12:03 26:26 — ⚔ Scout Rush
50 2,945 13:13 17:02 54:15 ⚔ FC into Scouts
43 2,545 15:41 27:31 44:00 ⚔ M@A Rush
35 2,037 11:36 27:06 — ⚔ Archer Rush
24 1,390 23:48 41:27 — ⚔ Drush into Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
33,115 23,418 19,420 6,455 82,408 82,589
41,435 16,615 14,495 3,400 75,945 82,956
25,815 10,498 4,395 1,900 42,608 43,589
19,815 11,969 6,100 3,135 41,019 44,213
13,295 10,310 2,290 800 26,695 26,260
9,820 5,512 1,345 1,565 18,242 19,116
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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