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African Clearing

506448268Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 44m 13s· 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
🇨🇳 Bengalis · China
1202
+15
🇨🇳 Japanese · China
1179
+16
🇨🇳 Malay · China
1167
+16
🇨🇴 Huns · Colombia
1279
-21
🇨🇴 Vikings · Colombia
1122
-13
🇨🇴 Franks · Colombia
1119
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 2,569 12:20 24:00 40:09 ⚔ Scout Rush
41 1,793 13:38 16:11 35:51 ⛏ Fast Castle
35 1,532 11:00 25:33 — ⚔ Tower Rush
25 1,122 14:22 18:38 38:39 ⛏ Fast Castle
21 937 15:42 19:51 — ⛏ Fast Castle
19 821 14:59 36:35 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,665 14,370 6,395 950 40,380 47,372
15,580 7,615 4,940 2,250 30,385 35,872
11,280 10,961 6,765 545 29,551 33,547
11,970 7,457 6,310 1,150 26,887 29,817
7,435 5,742 2,590 2,490 18,257 18,429
6,960 5,125 1,735 300 14,120 15,857
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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