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African Clearing

510286884Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 21m 13s· 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
🇨🇳 Huns · China
1639
+12
🇨🇳 Magyars · China
1629
+13
🇨🇳 Magyars · China
1617
+13
🇹🇷 Dravidians · Türkiye
1597
-14
🇳🇱 Huns · Netherlands
1554
-13
🇮🇱 Japanese · Israel
1522
-11
Player eAPM Actions Feudal Castle Imperial Opening
53 1,132 11:59 — — ⚔ Scout Rush
48 1,026 12:34 — — ⚔ Scout Rush
32 679 11:16 15:52 — ⛏ Fast Castle
32 671 12:39 17:31 — ⛏ Fast Castle
28 591 11:45 20:38 —
17 360 14:44 18:57 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
3,940 3,403 410 100 7,853 8,577
4,645 2,610 250 125 7,630 8,266
3,160 3,240 720 100 7,220 7,407
4,720 1,975 350 100 7,145 7,208
3,025 1,835 250 1,600 6,710 6,415
3,260 2,492 250 200 6,202 6,075
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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