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African Clearing

510540005Analyzed
3v3 RM · 5h ago on Oct 1, 2026· 62m 6s· 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
🇹🇼 Magyars · Taiwan
1018
+13
🇨🇳 Teutons · China
1000
+14
🇧🇷 Khmer · Brazil
988
+14
🇩🇪 Celts · Germany
967
-14
🇪🇸 Turks · Spain
958
-14
🇫🇮 Spanish · Finland
933
-39
Player eAPM Actions Feudal Castle Imperial Opening
41 2,576 16:29 26:41 53:10 ⚔ Drush into Scouts
24 1,517 15:16 21:48 34:03 ⛏ Fast Castle
23 1,402 16:03 23:15 59:55 ⛏ Fast Castle
20 1,231 12:52 26:06 — ⛏ Fast Castle
17 1,047 15:34 20:59 — ⛏ Fast Castle
3 176 16:29 21:23 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
36,390 13,020 19,770 3,400 72,580 81,390
36,945 22,430 6,765 3,065 69,205 72,165
17,775 24,046 11,470 2,420 55,711 63,191
9,665 4,325 2,255 1,500 17,745 20,526
8,800 3,035 1,040 4,790 17,665 21,008
2,850 2,495 250 100 5,695 6,467
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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