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African Clearing

506713862Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 45m 9s· 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 · United States
1380
+14
🇹🇷 Mongols · Türkiye
1368
+15
🇨🇿 Bulgarians · Czechia
1312
+17
🇵🇪 Spanish · Peru
1375
-17
🇨🇱 Khmer · Chile
1338
-15
🇨🇴 Gurjaras · Colombia
1303
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 2,137 11:30 25:05 — ⚔ Archer Rush
40 1,784 11:38 25:31 — ⚔ Scouts into Towers into Skirms
35 1,592 13:23 20:11 — ⚔ Scout Rush
32 1,457 12:53 26:44 — ⚔ Scout Rush
30 1,337 13:08 17:58 — ⛏ Fast Castle
24 1,103 14:12 27:50 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,760 9,640 6,825 2,000 37,225 38,615
11,065 10,740 4,160 2,050 28,015 30,369
11,855 8,458 3,810 300 24,423 25,903
10,995 6,865 4,795 1,400 24,055 25,032
9,430 8,947 1,350 2,605 22,332 26,210
9,390 7,545 1,160 2,455 20,550 20,526
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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