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African Clearing

510488510Analyzed
3v3 RM · 15h ago on Oct 1, 2026· 71m 27s· 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
🇮🇹 Varangians · Italy
1498
+13
🇧🇪 Huns · Belgium
1461
+15
🇦🇺 Slavs · Australia
1340
+20
🇨🇳 Turks · China
1549
-20
🇨🇳 Berbers · China
1470
-18
🇨🇳 Magyars · China
1274
-10
Player eAPM Actions Feudal Castle Imperial Opening
61 4,374 11:57 21:25 42:33 ⚔ Scout Rush
46 3,282 13:18 17:34 37:03 ⛏ Fast Castle
39 2,767 11:58 49:51 — ⚔ Scout Rush
28 2,009 14:17 21:53 42:52 ⛏ Fish Boom
27 1,950 12:05 26:25 56:07 ⚔ Scout Rush
27 1,911 11:43 23:20 44:22 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
32,845 37,628 36,135 5,860 112,468 115,432
43,310 25,241 21,805 14,400 104,756 111,498
36,110 36,322 10,860 3,550 86,842 96,275
31,280 22,747 13,290 2,000 69,317 77,289
34,750 15,522 8,075 3,975 62,322 71,301
16,285 7,881 350 800 25,316 25,739
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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