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African Clearing

504067086Analyzed
3v3 RM · 6d ago on Sep 3, 2026· 26m 19s· 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
🇨🇭 Mongols · Switzerland
1328
+10
🇲🇽 Vietnamese · Mexico
1293
+12
🇨🇴 Franks · Colombia
1285
+12
🇧🇪 Huns · Belgium
1298
-15
🇳🇱 Koreans · Netherlands
1226
-12
🇵🇱 Vietnamese · Poland
1078
-7
Player eAPM Actions Feudal Castle Imperial Opening
43 1,140 10:56 20:17 ⚔ Scout Rush
39 1,018 13:11 19:23 ⛏ Fast Castle
28 748 13:04 16:44 ⛏ Fast Castle
27 722 13:32 ⚔ Scouts into Towers
26 697 12:18 23:13 ⚔ Scout Rush
13 350 14:46 24:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,125 4,675 1,355 850 12,005 11,506
6,130 2,940 495 750 10,315 10,499
4,595 3,807 1,110 300 9,812 9,204
4,050 2,425 1,570 1,400 9,445 9,149
4,055 2,574 50 350 7,029 6,941
3,475 2,295 300 880 6,950 6,927
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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