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African Clearing

513283016Analyzed
3v3 RM · 4d ago on Oct 12, 2026· 56m 38s· 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
🇨🇱 Britons · Chile
1098
+17
🇨🇱 Slavs · Chile
1081
+17
🇦🇷 Huns · Argentina
993
+21
vs
🇨🇴 Khmer · Colombia
1126
-19
🇨🇴 Italians · Colombia
1101
-18
🇨🇴 Persians · Colombia
1091
-18
Player eAPM Actions Feudal Castle Imperial Opening
37 2,111 13:06 19:00 33:25 ⚔ Scout Rush
23 1,292 15:40 22:12 42:52 ⚔ Scout Rush
20 1,139 16:17 21:50 41:05 ⛏ Fast Castle
18 1,006 15:33 22:59 38:43
13 728 15:12 20:32 37:45 ⛏ Fast Castle
2 129 13:34 18:42 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,530 19,782 10,080 1,660 63,052 72,188
26,375 9,022 18,615 5,625 59,637 68,054
23,460 16,330 15,710 3,650 59,150 69,995
15,605 14,267 7,885 3,940 41,697 42,195
10,840 12,020 8,200 2,300 33,360 57,902
2,450 1,200 250 100 4,000 5,449
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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