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African Clearing

503919455Analyzed
3v3 RM · 7d ago on Sep 3, 2026· 80m 49s· 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
🇳🇱 Sicilians · Netherlands
1038
+16
🇺🇸 Romans · United States
982
+18
🇺🇸 Mongols · United States
965
+19
🇨🇱 Mongols · Chile
1081
-19
🇨🇱 Celts · Chile
1031
-18
🇨🇱 Bulgarians · Chile
998
-16
Player eAPM Actions Feudal Castle Imperial Opening
36 2,889 16:54 25:25 56:29 ⚔ Archer Rush
28 2,225 14:18 20:15 56:42 ⛏ Fast Castle
27 2,193 17:05 27:12 45:30 ⚔ Towers FC
14 1,096 16:13 40:07 ⚔ Drush into Towers
14 1,158 14:20 31:57 52:51
11 864 18:34 31:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,495 24,299 20,600 3,200 81,594 100,940
22,175 24,334 20,265 5,055 71,829 84,637
27,035 12,535 14,445 1,825 55,840 66,261
22,865 14,000 8,010 5,745 50,620 56,652
14,215 9,625 3,100 1,555 28,495 30,588
12,145 6,470 3,825 915 23,355 22,566
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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