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African Clearing

506988190Analyzed
3v3 RM · 16d ago on Sep 16, 2026· 72m 46s· 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
🇨🇱 Japanese · Chile
1428
+15
🇨🇱 Jurchens · Chile
1409
+16
🇨🇱 Mapuche · Chile
1409
+16
🇨🇱 Italians · Chile
1498
-19
🇵🇪 Inca · Peru
1390
-15
🇺🇸 Berbers · United States
1332
-13
Player eAPM Actions Feudal Castle Imperial Opening
60 4,346 13:41 17:31 42:39 ⛏ Fast Castle
55 4,012 12:45 17:58 44:11 ⛏ Fast Castle
41 2,986 13:54 17:44 50:48 ⛏ Fast Castle
41 2,984 12:14 27:11 45:37 ⚔ Scout Rush
31 2,274 13:21 18:30 41:21 ⛏ Fast Castle
20 1,433 13:09 17:21 — ⚔ Champis FC

Resources

Player Food Wood Gold Stone Spent Collected
25,185 40,034 26,660 4,870 96,749 101,507
34,700 24,802 26,065 5,360 90,927 104,342
23,305 37,604 21,570 3,260 85,739 92,883
25,890 32,930 15,910 2,900 77,630 87,797
30,480 19,270 14,180 2,555 66,485 80,203
11,005 8,241 1,845 2,450 23,541 26,565
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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