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African Clearing

506463907Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 43m 56s· 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
🇨🇳 Goths · China
1235
+17
🇨🇳 Koreans · China
1214
+18
🇨🇳 Gurjaras · China
1202
+18
🇨🇭 Mongols · Switzerland
1343
-22
🇨🇭 Vietnamese · Switzerland
1213
-16
🇨🇭 Lithuanians · Switzerland
1187
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 1,611 11:42 24:43 41:03 ⚔ Scout Rush
28 1,247 13:48 17:55 34:55 ⛏ Fast Castle
25 1,097 12:16 25:18 38:09 ⚔ Towers FC
25 1,086 13:51 18:13 — ⛏ Fast Castle
23 1,022 13:37 17:32 32:24 ⛏ Fast Castle
22 982 12:49 38:00 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,400 14,882 6,965 1,250 46,497 67,505
11,700 18,744 5,335 2,975 38,754 42,829
16,390 10,380 6,925 2,815 36,510 38,984
11,685 9,031 4,845 1,150 26,711 28,294
13,760 6,870 4,200 1,055 25,885 29,016
5,755 4,374 1,335 850 12,314 12,605
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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