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African Clearing

505724483Analyzed
3v3 RM · 22d ago on Sep 10, 2026· 42m 30s· 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
🇨🇿 Tupi · Czechia
1053
+14
🇨🇿 Bohemians · Czechia
1049
+14
🇨🇿 Sicilians · Czechia
973
+18
🇬🇧 Persians · United Kingdom
1023
-16
🇬🇧 Huns · United Kingdom
1010
-15
🇬🇧 Ethiopians · United Kingdom
1000
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 1,780 12:41 23:00 —
24 1,010 14:14 19:01 32:54 ⛏ Fast Castle
15 657 12:24 22:40 — ⚔ Scout Rush
14 587 14:50 25:24 —
10 428 13:58 20:03 — ⛏ Fast Castle
8 320 13:38 20:34 37:03 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,080 10,425 5,550 1,700 29,755 32,381
12,445 10,828 2,495 300 26,068 27,781
11,085 8,980 2,370 2,195 24,630 27,613
10,135 6,480 4,245 2,250 23,110 27,441
9,470 7,295 5,025 850 22,640 23,164
5,645 3,625 2,035 1,700 13,005 13,731
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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