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African Clearing

511751640Analyzed
3v3 RM · 7d ago on Oct 6, 2026· 42m 44s· 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
🇷🇺 Vietnamese · Russia
1661
+12
🇨🇳 Koreans · China
1620
+13
🇨🇳 Saxons · China
1611
+14
vs
🇦🇷 Huns · Argentina
1614
-15
🇦🇷 Gurjaras · Argentina
1563
-13
🇦🇷 Berbers · Argentina
1505
-11
Player eAPM Actions Feudal Castle Imperial Opening
68 2,887 11:43 22:41 — ⚔ Scout Rush
62 2,653 12:24 16:01 36:51 ⛏ Fast Castle
48 2,059 12:59 16:55 — ⛏ Fast Castle
31 1,320 12:52 17:31 — ⛏ Fast Castle
31 1,330 12:55 22:43 — ⚔ Scouts into Towers
24 1,034 13:52 18:43 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,595 30,400 13,370 3,550 65,915 67,577
16,620 6,985 4,070 1,050 28,725 28,435
9,580 10,579 6,775 1,275 28,209 30,169
7,745 9,536 5,355 2,105 24,741 24,333
9,120 6,125 1,930 1,680 18,855 18,365
3,525 2,117 360 1,080 7,082 6,274
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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