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African Clearing

510620412Analyzed
3v3 RM · 16h ago on Oct 1, 2026· 54m 15s· 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
🇪🇸 Franks · Spain
929
+16
🇪🇸 Khmer · Spain
880
+18
🇪🇸 Romans · Spain
868
+18
🇺🇸 Hindustanis · United States
945
-18
🇦🇷 Ethiopians · Argentina
936
-18
🇺🇸 Japanese · United States
878
-16
Player eAPM Actions Feudal Castle Imperial Opening
36 1,938 13:35 23:58 40:02 ⚔ Archer Rush
21 1,126 13:37 19:04 37:19 ⛏ Fast Castle
19 1,012 12:40 21:01 50:30 ⚔ FC into Archers
19 1,044 15:21 21:41 30:52 ⛏ Fast Castle
18 997 12:57 20:36 38:07 ⛏ Fast Castle
18 962 15:42 29:01 — ⚔ Drush into Archers

Resources

Player Food Wood Gold Stone Spent Collected
36,735 14,430 17,965 1,050 70,180 74,900
28,390 16,885 11,750 2,145 59,170 72,160
24,050 18,250 11,820 3,320 57,440 64,479
19,860 22,510 13,840 465 56,675 60,399
24,455 18,857 9,095 2,475 54,882 62,282
6,560 10,277 3,835 975 21,647 27,158
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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