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African Clearing

506190900Analyzed
3v3 RM · 20d ago on Sep 12, 2026· 47m 6s· 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
🇨🇳 Mongols · China
1274
+11
🇮🇳 Khmer · India
1204
+13
🇦🇹 Vietnamese · Austria
1195
+14
🇧🇷 Persians · Brazil
1191
-14
🇺🇸 Bohemians · United States
1148
-13
🇬🇧 Huns · United Kingdom
1114
-11
Player eAPM Actions Feudal Castle Imperial Opening
42 1,970 15:51 19:34 41:27 ⛏ Fast Castle
38 1,770 13:18 25:56 35:36 ⚔ Archer Rush
26 1,216 13:11 17:57 — ⚔ FC into Scouts
26 1,243 13:07 19:17 — ⚔ FC into Scouts
21 998 13:40 18:46 28:33 ⛏ Fast Castle
14 644 13:12 18:22 30:23 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
22,660 16,918 9,450 4,425 53,453 54,485
15,105 19,500 11,820 2,550 48,975 57,246
15,625 15,436 7,725 2,565 41,351 50,996
11,100 12,510 4,920 3,030 31,560 31,872
7,980 4,204 1,675 300 14,159 14,682
3,540 2,873 750 200 7,363 8,247
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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