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African Clearing

510320186Analyzed
3v3 RM · 2h ago on Sep 30, 2026· 46m 41s· 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
🇹🇼 Varangians · Taiwan
995
+16
🇪🇸 Aztecs · Spain
981
+16
🇨🇳 Wei · China
931
+19
🇺🇸 Varangians · United States
995
-17
🇦🇷 Vietnamese · Argentina
992
-17
🇨🇱 Inca · Chile
984
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 1,642 15:06 19:37 34:44 ⛏ Fish Boom FC
29 1,358 14:12 20:12 — ⚔ Scouts FC
25 1,149 15:23 20:40 — ⛏ Fast Castle
21 981 16:55 24:23 — ⛏ Fast Castle
18 859 14:30 22:54 — ⚔ M@A FC
11 522 12:04 19:07 36:59 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
18,465 10,225 10,135 1,635 40,460 41,052
15,105 6,430 4,740 850 27,125 26,944
11,855 10,194 2,825 1,150 26,024 28,395
11,880 4,660 6,755 1,500 24,795 25,675
12,550 6,485 1,540 2,550 23,125 24,886
7,315 8,060 3,335 1,675 20,385 21,129
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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