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African Clearing

513548641Analyzed
3v3 RM · 4d ago on Oct 14, 2026· 61m 16s· 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
🇨🇱 Huns · Chile
1028
+14
🇨🇦 Celts · Canada
1023
+14
🇨🇳 Mongols · China
980
+16
vs
🇺🇸 Huns · United States
1171
-22
🇺🇸 Vietnamese · United States
908
-12
🇺🇸 Poles · United States
874
-10
Player eAPM Actions Feudal Castle Imperial Opening
26 1,623 31:12 35:31 54:07 ⛏ Fast Castle
25 1,532 14:23 34:53 — ⚔ M@A into Scouts
25 1,557 12:42 21:21 42:00 ⚔ Archers into Towers
24 1,475 14:31 32:37 60:41 ⚔ Towers FC
23 1,432 13:38 36:48 50:47 ⚔ Skirmisher Rush
16 955 12:54 26:53 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,005 18,455 18,875 5,975 69,310 76,191
22,980 9,315 6,340 3,260 41,895 48,666
13,690 17,615 2,955 1,175 35,435 38,822
10,090 12,013 6,440 3,110 31,653 38,242
8,860 7,262 2,120 2,955 21,197 24,354
9,960 7,841 1,520 1,100 20,421 22,513
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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