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African Clearing

504294449Analyzed
3v3 RM · 26d ago on Sep 4, 2026· 56m 54s· 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
🇹🇼 Romans · Taiwan
947
+15
🇵🇱 Hindustanis · Poland
910
+17
🇬🇧 Japanese · United Kingdom
888
+17
🇰🇿 Inca · Kazakhstan
932
-17
🇷🇺 Mongols · Russia
923
-16
🇵🇹 Vikings · Portugal
916
-16
Player eAPM Actions Feudal Castle Imperial Opening
33 1,857 12:28 30:28 40:27 ⛏ Fish Boom
26 1,466 16:19 21:29 37:31 ⛏ Fast Castle
22 1,227 13:45 25:36 40:06 ⛏ Fast Castle
20 1,143 13:11 21:26 41:01 ⛏ Fast Castle
19 1,104 15:00 19:55 40:36 ⛏ Fast Castle
18 1,034 13:14 18:03 34:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,000 15,151 11,160 5,315 61,626 67,900
18,245 26,277 13,795 2,475 60,792 70,209
21,460 21,964 9,625 3,025 56,074 73,948
20,410 17,338 8,060 4,075 49,883 65,925
9,975 11,450 10,035 1,815 33,275 45,474
14,430 8,460 5,360 2,450 30,700 36,510
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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