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African Clearing

510688277Analyzed
3v3 RM · 21h ago on Oct 2, 2026· 46m 23s· 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
🇲🇽 Spanish · Mexico
1254
+14
🇲🇽 Bulgarians · Mexico
1227
+15
🇲🇽 Vikings · Mexico
1199
+16
🇦🇷 Khitans · Argentina
1273
-18
🇦🇷 Hindustanis · Argentina
1233
-16
🇦🇷 Teutons · Argentina
1114
-11
Player eAPM Actions Feudal Castle Imperial Opening
47 2,182 13:26 17:06 37:40 ⛏ Fast Castle
36 1,674 13:47 26:35 40:54 ⚔ Archer Rush
32 1,469 12:52 32:11 — ⚔ Scout Rush
31 1,436 13:00 22:51 42:14 ⚔ Drush
26 1,217 12:30 18:16 36:42 ⛏ Fast Castle
26 1,186 16:04 32:57 — ⚔ Towers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
24,245 14,200 13,445 3,850 55,740 61,088
23,160 15,459 9,345 950 48,914 51,274
15,910 9,815 3,730 2,405 31,860 35,715
10,005 9,165 6,590 1,150 26,910 30,203
11,120 5,840 775 425 18,160 18,149
5,410 5,227 1,630 1,100 13,367 14,116
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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