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African Clearing

506677553Analyzed
3v3 RM · 19d ago on Sep 14, 2026· 46m 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
🇨🇳 Huns · China
1628
+12
🇨🇳 Magyars · China
1572
+14
🇨🇳 Magyars · China
1513
+17
🇧🇷 Huns · Brazil
1553
-15
🇧🇷 Ethiopians · Brazil
1525
-14
🇧🇷 Hindustanis · Brazil
1516
-14
Player eAPM Actions Feudal Castle Imperial Opening
53 2,441 11:29 21:27 37:17 ⚔ Scout Rush
43 1,998 11:19 16:08 37:44 ⛏ Fast Castle
41 1,909 12:39 26:28 40:28 ⚔ Archer Rush
37 1,693 12:08 18:15 39:15 ⛏ Fast Castle
36 1,667 13:17 18:03 41:00 ⛏ Fast Castle
35 1,609 12:43 26:44 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,065 14,085 13,500 1,250 55,900 63,390
17,175 20,180 14,755 1,250 53,360 61,470
16,640 18,965 12,145 4,155 51,905 57,701
22,520 13,461 11,090 2,100 49,171 57,207
13,900 17,455 8,965 1,080 41,400 45,189
13,680 8,268 2,930 1,775 26,653 27,470
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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