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African Clearing

505068009Analyzed
3v3 RM · 25d ago on Sep 7, 2026· 49m 59s· 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
920
+14
🇹🇷 Goths · Türkiye
857
+17
🇨🇦 Gurjaras · Canada
855
+17
🇺🇸 Romans · United States
981
-20
🇺🇸 Japanese · United States
977
-20
🇺🇸 Hindustanis · United States
654
-8
Player eAPM Actions Feudal Castle Imperial Opening
36 1,801 14:10 19:56 47:50 ⛏ Fast Castle
34 1,698 14:46 25:19 48:51 ⚔ Archers into Scouts
17 849 17:10 29:07 42:29
16 805 16:33 37:12 — ⚔ Drush into Skirms into Archers
15 756 13:05 33:02 — ⚔ M@A into Towers
14 699 15:37 28:02 39:55

Resources

Player Food Wood Gold Stone Spent Collected
22,780 9,150 8,080 1,700 41,710 49,342
15,275 9,265 7,450 1,295 33,285 34,446
11,625 13,703 4,860 2,580 32,768 40,300
12,475 7,626 6,550 2,010 28,661 30,415
12,370 9,095 3,945 1,690 27,100 27,858
8,180 6,425 790 2,480 17,875 22,827
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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