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African Clearing

510326136Analyzed
3v3 RM · 22h ago on Sep 30, 2026· 49m 51s· 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
🇺🇸 Huns · United States
1117
+14
🇹🇼 Saxons · Taiwan
1092
+15
🇳🇴 Poles · Norway
1066
+16
🇨🇳 Chinese · China
1137
-19
🇹🇼 Vietnamese · Taiwan
1031
-13
🇹🇼 Persians · Taiwan
1029
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 1,928 15:45 43:23 — ⚔ Drush into Scouts into Towers
29 1,454 12:47 31:39 — ⚔ Scout Rush
26 1,273 19:28 46:20 — ⚔ Towers FC
23 1,122 18:54 28:57 — ⛏ Fast Castle
23 1,168 11:48 20:21 42:03 ⚔ Scout Rush
15 771 12:38 18:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,955 11,788 5,020 4,400 35,163 36,975
10,180 8,907 4,375 1,050 24,512 27,722
6,025 9,185 3,210 2,275 20,695 21,009
9,685 6,735 1,110 1,600 19,130 19,647
5,220 5,113 550 880 11,763 13,087
6,700 3,784 300 630 11,414 10,859
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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