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African Clearing

511026824Analyzed
3v3 RM · 8h ago on Oct 3, 2026· 34m 51s· 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
🇨🇳 Persians · China
1000
+16
🇮🇹 Franks · Italy
982
+17
🇫🇮 Italians · Finland
979
+17
🇨🇴 Persians · Colombia
1051
-20
🇨🇴 Danes · Colombia
967
-15
🇨🇴 Magyars · Colombia
966
-15
Player eAPM Actions Feudal Castle Imperial Opening
19 656 14:51 22:02 — ⛏ Fast Castle
17 595 17:34 25:03 — ⛏ Fast Castle
17 589 17:11 24:39 — ⛏ Fast Castle
16 550 14:33 19:03 31:26 ⛏ Fast Castle
14 482 14:39 20:32 — ⛏ Fast Castle
12 403 15:49 20:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,405 6,926 1,400 1,325 20,056 21,931
7,610 6,560 2,600 1,050 17,820 19,741
5,370 4,065 2,250 1,100 12,785 13,951
5,585 5,341 640 1,210 12,776 13,281
5,050 3,175 1,270 1,195 10,690 11,791
4,905 3,721 425 445 9,496 11,827
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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