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African Clearing

510417854Analyzed
3v3 RM · 8h ago on Sep 30, 2026· 45m 11s· 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
🇨🇳 Wei · China
1014
+17
🇲🇽 Burgundians · Mexico
1011
+17
🇨🇱 Mongols · Chile
989
+18
🇬🇧 Bohemians · United Kingdom
1067
-19
🇵🇪 Aztecs · Peru
1034
-17
🇵🇪 Georgians · Peru
992
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 2,286 15:32 24:40 — ⚔ Archers into Scouts
43 1,926 12:07 24:59 44:25 ⚔ Scout Rush
40 1,809 13:44 28:05 — ⚔ M@A Rush
34 1,558 13:11 28:35 — ⚔ Skirmisher Rush
23 1,056 15:00 20:16 35:25 ⛏ Fast Castle
22 1,003 16:03 23:49 36:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,600 23,745 5,725 250 44,320 45,344
13,375 15,984 6,655 1,150 37,164 44,230
13,435 12,237 5,795 1,825 33,292 36,901
11,375 11,210 4,565 1,855 29,005 32,881
12,100 7,730 4,715 2,900 27,445 30,592
9,685 8,215 2,420 1,620 21,940 23,936
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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