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African Clearing

510602595Analyzed
3v3 RM · 11h ago on Oct 1, 2026· 61m 33s· 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 · Türkiye
922
+14
🇦🇷 Burgundians · Argentina
889
+16
🇫🇷 Japanese · France
883
+16
🇫🇷 Huns · France
986
-19
🇫🇷 Vietnamese · France
907
-16
🇫🇷 Danes · France
763
-11
Player eAPM Actions Feudal Castle Imperial Opening
51 3,149 15:33 22:10 47:46 ⛏ Fast Castle
37 2,285 14:49 25:25 49:57 ⚔ Archer Rush
28 1,751 13:37 27:30 33:04 ⚔ Scouts into Fast Imp
23 1,425 18:20 29:49 46:15 ⚔ M@A Rush
17 1,043 15:57 19:48 40:15 ⛏ Fast Castle
15 926 12:34 23:45 51:05

Resources

Player Food Wood Gold Stone Spent Collected
21,600 16,290 12,750 3,200 53,840 66,624
15,505 16,546 8,220 2,775 43,046 55,515
16,745 8,050 9,385 3,400 37,580 43,884
15,695 9,150 5,755 1,900 32,500 33,894
13,520 10,265 4,700 2,055 30,540 34,099
13,955 5,815 6,080 750 26,600 32,151
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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