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African Clearing

504823461Analyzed
3v3 RM · 25d ago on Sep 6, 2026· 24m 16s· 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
🇫🇷 Lithuanians · France
941
+17
🇻🇳 Persians · Vietnam
902
+18
🇩🇪 Bengalis · Germany
902
+18
🇩🇪 Mongols · Germany
989
-19
🇩🇪 Romans · Germany
966
-18
🇩🇪 Franks · Germany
910
-16
Player eAPM Actions Feudal Castle Imperial Opening
31 752 12:34 — —
30 730 13:16 — — ⚔ Archer Rush
18 436 15:53 22:38 — ⚔ Scout Rush
18 445 12:30 — — ⚔ M@A Rush
16 391 14:44 18:29 — ⛏ Fast Castle
12 295 15:24 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,875 2,335 625 1,500 9,335 9,723
3,425 4,271 1,380 225 9,301 9,113
4,300 2,474 175 725 7,674 7,812
4,085 2,862 370 0 7,317 8,875
3,680 2,276 700 100 6,756 6,831
3,500 2,685 345 225 6,755 6,292
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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