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African Clearing

506997728Analyzed
3v3 RM · 15d ago on Sep 16, 2026· 29m 56s· 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
🇨🇱 Spanish · Chile
1164
+12
🇲🇽 Hindustanis · Mexico
1095
+15
🇦🇷 Franks · Argentina
1094
+16
🇲🇽 Vietnamese · Mexico
1209
-19
🇪🇨 Lithuanians · Ecuador
1018
-12
🇨🇴 Persians · Colombia
1010
-12
Player eAPM Actions Feudal Castle Imperial Opening
43 1,292 16:15 20:19 — ⛏ Fast Castle
23 674 13:28 19:31 — ⛏ Fast Castle
18 534 14:15 — —
12 355 13:32 22:00 — ⛏ Fast Castle
12 350 14:13 24:08 — ⚔ Scout Rush
11 344 12:32 17:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,325 3,103 3,550 200 14,178 14,947
6,250 5,325 250 400 12,225 14,005
5,195 3,716 1,210 950 11,071 10,367
4,830 3,711 550 995 10,086 10,566
3,805 2,297 200 105 6,407 7,201
3,800 1,750 200 100 5,850 8,507
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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