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African Clearing

510415880Analyzed
3v3 RM · 10h ago on Sep 30, 2026· 81m 35s· 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 · United Kingdom
711
+15
🇲🇽 Huns · Mexico
648
+17
🇷🇺 Spanish · Russia
639
+17
🇨🇱 Lithuanians · Chile
738
-18
🇹🇼 Vietnamese · Taiwan
679
-17
🇨🇱 Sicilians · Chile
606
-20
Player eAPM Actions Feudal Castle Imperial Opening
23 1,911 18:06 23:11 50:48 ⛏ Fast Castle
18 1,458 12:37 28:58 51:57 ⚔ Scout Rush
16 1,324 16:51 28:11 36:11 ⚔ Towers FC
12 972 19:41 24:27 56:36 ⛏ Fast Castle
9 727 15:05 46:54 65:28 ⚔ Drush
5 431 19:52 — — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
32,795 21,143 26,020 4,225 84,183 94,701
24,220 33,465 16,575 4,170 78,430 99,199
27,220 25,897 17,335 4,255 74,707 99,592
10,635 7,050 4,250 2,450 24,385 28,245
8,275 4,855 2,700 1,575 17,405 17,153
4,175 2,569 710 350 7,804 8,417
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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