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African Clearing

510930013Analyzed
3v3 RM · 10h ago on Oct 3, 2026· 42m 48s· 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
1050
+13
🇵🇪 Byzantines · Peru
1035
+13
🇵🇪 Magyars · Peru
850
+21
🇨🇴 Mongols · Colombia
994
-17
🇨🇴 Armenians · Colombia
985
-16
🇵🇪 Persians · Peru
936
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 1,441 13:44 29:15 — ⚔ Scout Rush
32 1,364 16:33 24:46 — ⚔ M@A into Archers
23 979 15:09 20:10 — ⛏ Fast Castle
23 981 13:28 28:39 — ⚔ M@A into Skirms
20 869 14:39 22:55 —
19 832 14:35 24:28 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,350 7,845 4,830 850 22,875 29,368
10,655 5,687 3,990 950 21,282 26,005
8,630 7,030 2,295 3,275 21,230 22,432
5,850 7,935 3,745 950 18,480 21,666
7,305 6,720 1,225 1,850 17,100 19,585
6,970 4,510 1,325 425 13,230 14,179
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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