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African Clearing

505477641Analyzed
3v3 RM · 24d ago on Sep 9, 2026· 41m 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
🇩🇪 Armenians · Germany
1589
+16
🇩🇪 Berbers · Germany
1551
+17
🇩🇪 Koreans · Germany
1478
+20
🇧🇷 Huns · Brazil
1647
-21
🇧🇷 Persians · Brazil
1638
-20
🇧🇷 Britons · Brazil
1446
-12
Player eAPM Actions Feudal Castle Imperial Opening
42 1,714 14:01 18:23 — ⛏ Fast Castle
40 1,628 13:37 17:28 34:35 ⛏ Fish Boom FC
38 1,544 12:52 16:42 — ⛏ Fast Castle
36 1,461 11:45 19:12 38:54 ⛏ Fast Castle
28 1,160 11:54 26:07 — ⚔ Scout Rush
23 930 13:01 23:18 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
14,335 13,925 6,905 4,305 39,470 43,509
6,200 22,938 5,790 1,725 36,653 37,820
14,915 13,094 7,675 700 36,384 40,408
7,035 8,381 2,665 300 18,381 20,238
6,150 6,245 2,370 1,175 15,940 18,002
5,850 4,621 450 1,525 12,446 12,026
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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