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African Clearing

510850822Analyzed
3v3 RM · 2h ago on Oct 2, 2026· 38m 51s· 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 · Croatia
1154
+15
🇺🇸 Mongols · United States
1146
+16
🇪🇸 Persians · Spain
1118
+17
🇺🇾 Varangians · Uruguay
1152
-16
🇧🇷 Malay · Brazil
1134
-16
🇧🇷 Mongols · Brazil
1132
-16
Player eAPM Actions Feudal Castle Imperial Opening
54 2,097 13:57 34:41 —
37 1,441 — — —
29 1,144 13:39 17:46 36:48 ⛏ Fast Castle
27 1,049 14:30 21:29 — ⚔ Drush into Scouts
22 845 12:12 19:14 — ⛏ Fast Castle
14 527 16:40 25:58 — ⚔ Fish Boom into Archers FC

Resources

Player Food Wood Gold Stone Spent Collected
12,500 10,464 7,955 950 31,869 35,846
6,150 6,253 2,670 1,500 16,573 19,574
5,835 4,342 1,075 1,390 12,642 12,206
5,475 4,273 1,020 845 11,613 13,833
5,555 3,352 1,390 300 10,597 11,107
1,750 1,925 50 500 4,225 3,602
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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