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African Clearing

513507428Analyzed
3v3 RM · 3d ago on Oct 14, 2026· 61m 58s· 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
🇧🇷 Muisca · Brazil
1667
+8
🇧🇷 Spanish · Brazil
1442
+16
🇧🇷 Jurchens · Brazil
1374
+18
vs
🇨🇱 Byzantines · Chile
1498
-16
🇦🇷 Franks · Argentina
1466
-15
🇦🇷 Koreans · Argentina
1386
-11
Player eAPM Actions Feudal Castle Imperial Opening
53 3,254 12:53 17:05 40:42 ⛏ Fast Castle
50 3,105 14:39 18:32 40:55 ⚔ FC into Archers
47 2,902 13:31 17:35 44:20 ⛏ Fast Castle
46 2,825 11:17 22:54 50:22 ⚔ Archers into Skirms
39 2,418 11:52 23:56 39:31 ⚔ Scout Rush
36 2,262 12:12 29:19 44:11 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
36,635 11,696 16,895 3,750 68,976 80,020
26,790 18,883 18,535 3,000 67,208 80,411
33,895 15,488 10,685 5,700 65,768 81,363
17,975 33,477 10,160 2,680 64,292 72,439
30,350 15,333 9,780 3,655 59,118 69,678
22,405 20,003 11,540 950 54,898 56,149
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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