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African Clearing

510890935Analyzed
3v3 RM · 21h ago on Oct 3, 2026· 48m 11s· 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
🇲🇽 Koreans · Mexico
932
+15
🇨🇱 Teutons · Chile
900
+16
🇺🇸 Chinese · United States
883
+17
🇺🇸 Huns · United States
1061
-22
🇺🇸 Varangians · United States
843
-13
🇺🇸 Vietnamese · United States
825
-13
Player eAPM Actions Feudal Castle Imperial Opening
34 1,660 14:14 19:21 38:55 ⛏ Fast Castle
33 1,605 13:15 18:29 45:41 ⛏ Fast Castle
20 952 12:52 26:22 — ⚔ Towers into Archers
19 925 15:00 26:12 43:26 ⚔ Scout Rush
17 822 14:28 19:36 47:04 ⛏ Fast Castle
13 626 15:08 23:48 43:40 ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
16,775 17,905 10,380 2,250 47,310 49,867
12,635 8,985 5,950 1,600 29,170 32,737
14,250 8,150 5,810 950 29,160 31,205
14,185 8,725 4,535 1,390 28,835 34,964
10,080 9,073 3,170 3,030 25,353 26,309
7,445 7,950 985 850 17,230 17,912
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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