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African Clearing

510394992Analyzed
3v3 RM · 9h ago on Sep 30, 2026· 2m 3s· 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
🇪🇸 Armenians · Spain
1525
+9
🇪🇸 Vietnamese · Spain
1423
+13
🇺🇸 Saracens · United States
1266
+20
🇮🇹 Malians · Italy
1373
-15
🇬🇧 Byzantines · United Kingdom
1363
-14
🇹🇷 Mongols · Türkiye
1335
-13
Player eAPM Actions Feudal Castle Imperial Opening
63 130 — — —
55 114 — — —
52 107 — — —
40 83 — — —
33 68 — — —
12 24 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 550 0 200 750 375
0 325 0 100 425 0
0 325 0 100 425 0
0 300 0 100 400 0
0 275 0 100 375 0
0 0 0 0 0 0
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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