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African Clearing

504757979Analyzed
3v3 RM · 24d ago on Sep 6, 2026· 36m 21s· 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
🇹🇼 Wei · Taiwan
1359
+12
🇭🇰 Vietnamese · Hong Kong SAR China
1303
+14
🇭🇰 Teutons · Hong Kong SAR China
1225
+18
🇭🇰 Tupi · Hong Kong SAR China
1264
-15
🇭🇰 Gurjaras · Hong Kong SAR China
1264
-15
🇭🇰 Mongols · Hong Kong SAR China
1263
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 1,794 13:42 18:01 30:43 ⛏ Fish Boom FC
48 1,749 13:14 17:41 — ⛏ Fast Castle
34 1,247 13:50 18:00 36:05 ⛏ Fast Castle
34 1,221 12:35 17:18 — ⛏ Fast Castle
27 984 13:11 17:13 — ⛏ Fast Castle
13 459 14:45 18:17 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,975 13,795 5,755 950 30,475 31,436
10,690 4,460 5,980 750 21,880 23,089
7,050 6,955 4,340 950 19,295 19,666
7,165 6,845 1,320 1,900 17,230 18,480
6,225 5,258 2,735 1,590 15,808 18,978
5,705 4,571 830 2,350 13,456 15,340
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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