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African Clearing

510697320Analyzed
3v3 RM · 20h ago on Oct 2, 2026· 60m 29s· 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
🇨🇴 Berbers · Colombia
1070
+14
🇨🇳 Hindustanis · China
1036
+15
🇱🇻 Maya · Latvia
972
+18
🇨🇳 Mongols · China
1189
-22
🇨🇳 Vietnamese · China
997
-15
🇨🇳 Magyars · China
867
-10
Player eAPM Actions Feudal Castle Imperial Opening
38 2,326 12:32 17:33 36:18 ⚔ Scouts FC
30 1,824 13:40 19:06 45:45 ⛏ Fast Castle
29 1,732 14:46 26:09 46:27 ⚔ Archer Rush
25 1,499 14:46 20:06 36:29 ⛏ Fast Castle
24 1,470 15:15 22:40 42:37 ⚔ Archer Rush
20 1,194 17:06 21:54 52:01 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,425 23,610 21,055 2,780 77,870 89,633
21,335 25,452 10,965 2,650 60,402 64,957
17,900 17,005 13,750 3,000 51,655 55,638
17,665 18,685 12,775 2,450 51,575 60,433
10,805 20,435 16,610 3,585 51,435 61,768
16,500 18,160 12,320 2,785 49,765 52,382
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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