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African Clearing

504081671Analyzed
3v3 RM · 6d ago on Sep 3, 2026· 45m 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
🇦🇺 Malay · Australia
1043
+11
🇮🇳 Japanese · India
1006
+13
🇬🇷 Huns · Greece
988
+14
🇩🇪 Ethiopians · Germany
949
-13
🇩🇪 Celts · Germany
940
-13
🇩🇪 Malians · Germany
913
-12
Player eAPM Actions Feudal Castle Imperial Opening
19 881 16:53 21:18 37:37 ⛏ Fast Castle
17 789 14:54 18:39 33:05 ⛏ Fast Castle
17 789 13:49 25:51 ⚔ FC into Archers
15 691 14:31 21:34 36:32 ⛏ Fish Boom
13 588 13:03 27:24 38:17 ⚔ Scout Rush
8 368 13:12 20:40 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,420 15,485 6,465 1,600 37,970 39,303
14,225 13,350 6,875 2,310 36,760 42,147
13,710 11,524 7,305 1,090 33,629 40,106
14,735 11,525 3,210 1,900 31,370 38,458
8,175 9,664 5,815 200 23,854 30,872
8,075 6,265 3,845 2,300 20,485 20,650
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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