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African Clearing

513099495Analyzed
3v3 RM · 5d ago on Oct 12, 2026· 37m 25s· 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
951
+16
🇵🇪 Sicilians · Peru
943
+17
🇦🇷 Ethiopians · Argentina
833
+22
vs
🇧🇷 Huns · Brazil
979
-19
🇧🇷 Slavs · Brazil
948
-18
941
-18
Player eAPM Actions Feudal Castle Imperial Opening
24 909 14:38 19:20 — ⛏ Fast Castle
23 866 16:48 28:13 — ⚔ Scout Rush
20 760 15:25 22:52 — ⛏ Fast Castle
20 733 13:28 20:53 — ⚔ Scout Rush
18 675 13:51 26:21 — ⚔ Archer Rush
8 301 16:49 25:18 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,715 8,735 4,425 1,275 26,150 26,682
7,900 6,102 2,050 1,180 17,232 19,881
7,150 6,075 1,850 1,630 16,705 19,735
6,800 3,630 1,495 850 12,775 13,765
4,780 4,665 350 1,120 10,915 11,018
5,180 3,030 425 950 9,585 11,184
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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