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African Clearing

503933262Analyzed
3v3 RM · 7d ago on Sep 3, 2026· 48m 3s· 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
🇨🇱 Huns · Chile
1193
+14
1193
+14
1180
+15
🇺🇸 Chinese · United States
1177
-15
🇺🇸 Burgundians · United States
1166
-15
🇨🇴 Wei · Colombia
1117
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 2,350 13:39 19:33 47:15 ⚔ Archer Rush
43 2,052 12:54 19:10 45:54 ⛏ Fast Castle
40 1,922 12:46 23:27 41:00 ⚔ Archers into Skirms
27 1,295 13:24 18:24 45:09 ⛏ Fast Castle
20 965 13:52 24:01 ⛏ Fast Castle
16 765 13:54 21:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,730 11,490 12,495 1,250 44,965 47,226
19,415 12,780 11,300 1,050 44,545 52,661
12,430 11,600 4,030 1,600 29,660 31,836
10,080 6,663 5,475 1,600 23,818 26,154
10,675 7,903 3,755 200 22,533 22,939
5,685 4,190 1,170 500 11,545 11,245
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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