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African Clearing

510390048Analyzed
3v3 RM · 11h ago on Sep 30, 2026· 55m 3s· 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
🇭🇺 Bulgarians · Hungary
1036
+17
🇵🇱 Inca · Poland
1020
+17
🇩🇪 Spanish · Germany
986
+19
🇲🇽 Jurchens · Mexico
1161
-22
🇨🇱 Armenians · Chile
1051
-18
🇦🇷 Cumans · Argentina
933
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 2,085 15:55 40:35 55:00 ⚔ Champi Rush
28 1,517 13:11 30:52 47:42 ⚔ Archer Rush
19 1,063 13:11 24:39 44:11 ⚔ Scout Rush
18 967 13:12 29:10 — ⚔ Scout Rush
17 910 14:48 30:45 51:31 ⚔ Drush
17 959 18:38 35:02 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,210 11,090 10,225 1,600 40,125 44,629
12,765 15,038 5,445 2,350 35,598 42,245
13,010 7,531 5,425 4,050 30,016 30,748
13,575 7,277 3,390 950 25,192 29,971
12,590 8,158 2,680 1,440 24,868 26,325
7,640 4,478 905 100 13,123 14,661
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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