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African Clearing

510493192Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 14m 42s· 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 · Mexico
1356
+14
🇺🇸 Varangians · United States
1310
+16
🇲🇽 Huns · Mexico
1307
+16
🇪🇸 Ethiopians · Spain
1356
-16
🇹🇷 Georgians · Türkiye
1302
-15
🇦🇺 Varangians · Australia
1291
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 687 — — — ⛏ Fish Boom
44 650 13:24 — — ⚔ M@A Rush
35 509 11:44 — — ⚔ Scout Rush
35 521 14:34 — —
31 449 14:02 — —
20 295 13:53 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,195 1,373 50 100 3,718 3,278
2,475 875 290 0 3,640 4,020
1,750 1,441 50 130 3,371 3,475
1,650 1,200 50 100 3,000 3,501
1,650 995 50 110 2,805 3,507
1,575 900 50 100 2,625 3,129
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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