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African Clearing

504742634Analyzed
3v3 RM · 25d ago on Sep 6, 2026· 30m 40s· 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
🇮🇹 Italians · Italy
1494
+12
1398
+16
🇮🇹 Berbers · Italy
1281
+20
🇫🇷 Vietnamese · France
1440
-18
🇮🇳 Khmer · India
1394
-16
🇨🇭 Berbers · Switzerland
1342
-14
Player eAPM Actions Feudal Castle Imperial Opening
58 1,790 12:26 27:59 — ⚔ Archer Rush
50 1,525 12:06 24:50 — ⚔ Archer Rush
40 1,221 13:10 23:56 — ⚔ Scout Rush
39 1,208 13:26 17:18 — ⛏ Fast Castle
25 763 12:20 22:56 — ⚔ Scout Rush
25 767 14:01 18:19 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,370 5,024 2,575 300 16,269 16,470
8,175 3,897 1,375 330 13,777 14,231
4,975 4,965 2,570 1,065 13,575 12,853
4,835 5,937 2,575 200 13,547 13,009
4,750 3,998 1,805 355 10,908 11,680
4,935 3,558 750 1,180 10,423 10,203
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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