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African Clearing

504002221Analyzed
3v3 RM · 2mo ago on Sep 3, 2026· 71m 14s· 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
839
+15
🇸🇪 Spanish · Sweden
711
+20
🇨🇳 Chinese · China
680
+35
vs
🇺🇸 Vikings · United States
830
-20
🇭🇺 Khmer · Hungary
810
-19
🇬🇧 Romans · United Kingdom
794
-18
Player eAPM Actions Feudal Castle Imperial Opening
20 1,454 14:24 19:36 38:01 ⛏ Fast Castle
19 1,335 17:18 21:48 59:35 ⚔ FC into Scouts
18 1,284 14:42 22:19 46:11 ⛏ Fast Castle
11 776 15:28 31:40 61:47 ⚔ Skirmisher Rush
10 693 15:46 20:37 51:53 ⛏ Fast Castle
8 546 14:59 21:03 —

Resources

Player Food Wood Gold Stone Spent Collected
33,770 14,445 26,110 3,850 78,175 94,268
25,600 17,677 12,785 950 57,012 69,630
28,365 15,375 11,525 1,240 56,505 72,349
22,995 16,315 11,370 850 51,530 54,038
19,055 14,040 12,435 5,650 51,180 97,708
4,285 3,030 200 620 8,135 8,794
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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