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African Clearing

505233307Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 47m 15s· 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 · Germany
1301
+20
🇩🇪 Spanish · Germany
1290
+20
🇩🇪 Huns · Germany
1266
+21
🇦🇷 Berbers · Argentina
1453
-23
🇦🇷 Byzantines · Argentina
1351
-19
🇦🇷 Sicilians · Argentina
1348
-19
Player eAPM Actions Feudal Castle Imperial Opening
73 3,471 12:07 19:20 41:33 ⛏ Fish Boom FC
59 2,798 13:00 17:19 40:49 ⛏ Fast Castle
41 1,916 11:17 22:38 40:38 ⚔ Scout Rush
32 1,500 12:44 19:01 — ⚔ FC into Scouts
29 1,365 12:58 24:48 — ⚔ Archers into Towers into Skirms
19 896 13:57 18:58 35:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,240 14,365 15,620 1,800 56,025 56,471
21,660 14,003 11,460 1,805 48,928 51,925
19,245 11,571 10,195 1,050 42,061 48,691
11,250 14,827 12,555 855 39,487 43,356
10,970 9,478 1,930 1,700 24,078 24,058
5,365 5,855 1,150 850 13,220 13,169
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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