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African Clearing

510374215Analyzed
3v3 RM · 23h ago on Sep 30, 2026· 54m 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
🇳🇱 Dravidians · Netherlands
990
+17
🇳🇱 Spanish · Netherlands
990
+17
🇳🇱 Franks · Netherlands
986
+18
🇩🇪 Mongols · Germany
1057
-18
🇸🇪 Khmer · Sweden
1024
-18
🇩🇰 Sicilians · Denmark
984
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 2,679 14:04 19:35 42:44 ⛏ Fast Castle
29 1,561 12:42 22:36 43:59 ⚔ Archer Rush
28 1,503 13:52 30:16 52:05 ⚔ M@A into Towers
28 1,500 14:55 31:43 51:25 ⚔ Scout Rush
22 1,164 14:37 17:24 48:30 ⛏ Fast Castle
17 938 12:11 21:37 40:42 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,530 18,495 15,645 4,600 59,270 62,134
24,130 18,186 13,645 2,300 58,261 71,768
20,040 18,602 13,240 4,040 55,922 61,413
21,305 11,990 7,785 1,800 42,880 50,901
16,625 14,260 5,820 2,090 38,795 39,242
11,430 5,080 3,740 2,915 23,165 25,089
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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