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African Clearing

510874283Analyzed
3v3 RM · 3h ago on Oct 2, 2026· 38m 12s· 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
🇺🇸 Vietnamese · United States
1473
+11
🇭🇰 Cumans · Hong Kong SAR China
1448
+12
🇺🇸 Lithuanians · United States
1419
+14
🇵🇪 Spanish · Peru
1513
-17
🇲🇽 Saracens · Mexico
1419
-14
🇦🇷 Huns · Argentina
1159
-6
Player eAPM Actions Feudal Castle Imperial Opening
57 2,163 13:11 17:28 — ⛏ Fast Castle
55 2,111 11:59 16:23 — ⛏ Fast Castle
43 1,642 11:41 22:39 — ⚔ Scouts into Skirms
36 1,357 15:10 23:42 34:35 ⛏ Fish Boom FC
35 1,349 11:50 23:59 — ⛏ Fast Castle
28 1,067 13:47 17:23 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,525 16,913 5,610 3,485 38,533 42,745
14,285 9,983 3,870 950 29,088 29,693
10,355 8,801 2,655 2,460 24,271 25,484
10,575 9,227 1,325 1,585 22,712 28,875
10,000 4,336 3,800 1,635 19,771 20,137
6,900 4,895 530 625 12,950 12,463
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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