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African Clearing

510480952Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 26m 36s· 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
🇦🇷 Spanish · Argentina
1390
+14
🇨🇳 Khmer · China
1381
+14
🇳🇨 Koreans · New Caledonia
1336
+16
🇨🇳 Mongols · China
1428
-19
🇨🇳 Turks · China
1328
-14
🇨🇳 Inca · China
1253
-11
Player eAPM Actions Feudal Castle Imperial Opening
44 1,170 13:03 17:26 — ⛏ Fast Castle
34 895 12:37 17:58 — ⛏ Fast Castle
30 805 14:42 20:16 — ⛏ Fast Castle
28 740 12:13 17:11 — ⛏ Fast Castle
23 601 12:48 15:42 — ⛏ Fast Castle
19 498 12:58 23:03 — ⚔ Scouts into Towers

Resources

Player Food Wood Gold Stone Spent Collected
4,850 4,329 1,180 850 11,209 12,180
5,000 2,900 1,395 985 10,280 10,520
4,700 3,629 510 1,225 10,064 9,968
5,445 2,763 485 975 9,668 10,520
4,985 2,640 535 950 9,110 8,997
3,575 3,141 1,140 1,180 9,036 8,525
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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