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African Clearing

506808603Analyzed
3v3 RM · 17d ago on Sep 15, 2026· 54m 11s· 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
🇳🇱 Tatars · Netherlands
909
+18
🇪🇸 Malians · Spain
907
+18
🇨🇳 Franks · China
882
+19
🇮🇳 Armenians · India
1017
-21
🇳🇿 Malians · New Zealand
1012
-22
🇺🇦 Mongols · Ukraine
801
-12
Player eAPM Actions Feudal Castle Imperial Opening
29 1,576 13:45 19:48 44:31 ⛏ Fast Castle
28 1,544 15:20 31:07 46:35 ⚔ Scout Rush
21 1,159 13:57 38:07 —
19 1,021 15:27 24:10 — ⚔ Scout Rush
16 880 14:20 27:14 45:10
15 820 13:45 19:30 34:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,890 15,015 14,645 3,200 54,750 55,583
17,935 9,796 9,320 3,795 40,846 46,393
14,335 11,024 7,095 2,080 34,534 36,519
15,065 8,640 4,920 1,050 29,675 35,177
14,540 8,524 1,370 1,150 25,584 26,878
9,545 6,125 4,295 1,075 21,040 22,937
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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