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African Clearing

511002111Analyzed
3v3 RM · 16d ago on Oct 3, 2026· 44m 7s· 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
🇦🇺 Burmese · Australia
1474
+7
🇦🇺 Inca · Australia
1321
+12
🇦🇺 Vietnamese · Australia
1230
+14
vs
🇨🇭 Goths · Switzerland
1250
-12
🇨🇳 Poles · China
1232
-11
🇯🇴 Celts · Jordan
1193
-10
Player eAPM Actions Feudal Castle Imperial Opening
43 1,917 12:43 24:52 43:34 ⚔ M@A into Archers
35 1,557 13:29 20:44 —
35 1,558 13:01 17:18 31:05 ⛏ Fast Castle
32 1,397 14:15 19:06 34:13 ⛏ Fish Boom FC
27 1,191 15:29 31:27 — ⚔ M@A into Towers into Scouts
18 777 13:18 18:07 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
20,720 7,773 7,530 1,610 37,633 53,290
15,305 13,503 3,975 2,030 34,813 35,915
11,640 8,063 5,420 2,615 27,738 28,852
9,775 8,490 6,820 1,050 26,135 28,305
8,200 10,546 5,040 1,840 25,626 26,724
8,425 6,190 2,195 1,250 18,060 20,735
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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