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African Clearing

510409892Analyzed
3v3 RM · 11h ago on Sep 30, 2026· 55m 58s· 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
🇳🇱 Wei · Netherlands
911
+7
🇧🇷 Gurjaras · Brazil
910
+7
🇨🇴 Mongols · Colombia
904
+9
🇩🇪 Huns · Germany
730
-8
🇬🇧 Mongols · United Kingdom
716
-8
🇹🇼 Sicilians · Taiwan
668
-7
Player eAPM Actions Feudal Castle Imperial Opening
25 1,387 13:39 24:21 36:56 ⚔ Scout Rush
20 1,121 18:35 22:30 41:41 ⛏ Fast Castle
18 1,001 13:55 21:17 37:49 ⛏ Fast Castle
17 947 15:34 29:32 44:56 ⛏ Fish Boom FC
14 776 14:02 21:54 43:40 ⚔ FC into Scouts
14 756 18:46 23:20 45:45 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
20,180 27,080 12,020 3,000 62,280 62,904
32,030 15,965 6,970 950 55,915 64,093
23,550 11,355 15,145 1,980 52,030 56,317
19,750 17,284 8,305 2,520 47,859 58,187
16,355 11,025 5,570 5,290 38,240 44,869
20,975 5,715 9,590 1,500 37,780 38,873
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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