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African Clearing

511871407Analyzed
3v3 RM · 11d ago on Oct 7, 2026· 24m 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
🇨🇱 Mapuche · Chile
1251
+14
🇨🇱 Berbers · Chile
1217
+15
🇨🇱 Goths · Chile
1146
+17
vs
🇺🇸 Maya · United States
1232
-17
🇺🇸 Varangians · United States
1228
-17
🇺🇸 Saxons · United States
1119
-12
Player eAPM Actions Feudal Castle Imperial Opening
38 920 12:38 17:24 — ⛏ Fast Castle
35 845 13:18 19:14 — ⛏ Fast Castle
24 583 13:25 20:18 — ⚔ Scout Rush
21 511 14:12 18:11 — ⛏ Fast Castle
21 524 14:11 — — ⚔ M@A Rush
19 473 16:32 21:19 — ⚔ Drush FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
4,050 3,345 1,020 980 9,395 9,441
3,590 3,328 1,275 850 9,043 8,468
4,000 3,462 1,235 200 8,897 9,226
4,150 2,685 490 140 7,465 7,272
4,210 2,704 370 100 7,384 8,466
4,190 2,000 500 200 6,890 7,060
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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