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African Clearing

510304334Analyzed
3v3 RM · 22h ago on Sep 30, 2026· 53m 22s· 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
🇮🇳 Turks · India
1375
+12
🇹🇼 Berbers · Taiwan
1319
+14
🇪🇸 Koreans · Spain
1285
+16
🇦🇷 Spanish · Argentina
1420
-19
🇦🇷 Mongols · Argentina
1285
-14
🇧🇩 Vietnamese · Bangladesh
1138
-9
Player eAPM Actions Feudal Castle Imperial Opening
61 3,230 13:46 18:47 38:36 ⚔ Scout Rush
38 2,019 13:35 18:39 42:27 ⛏ Fast Castle
34 1,817 13:15 22:36 31:42 ⚔ Scout Rush
34 1,814 13:22 17:15 42:57 ⛏ Fast Castle
32 1,720 12:43 16:43 35:15 ⛏ Fast Castle
31 1,650 13:20 20:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,805 11,226 24,975 2,265 72,271 86,285
23,120 15,559 12,325 3,550 54,554 55,307
13,695 25,315 9,140 4,525 52,675 57,199
19,915 17,764 10,080 2,710 50,469 56,707
16,875 18,673 8,350 3,700 47,598 48,279
9,575 7,656 1,940 3,675 22,846 23,996
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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