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African Clearing

510952171Analyzed
3v3 RM · 8h ago on Oct 3, 2026· 66m 7s· 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 · Australia
640
+13
🇦🇺 Huns · Australia
627
+14
🇦🇺 Bohemians · Australia
609
+14
🇨🇱 Vikings · Chile
789
-58
🇦🇷 Britons · Argentina
523
-12
🇦🇷 Persians · Argentina
414
-8
Player eAPM Actions Feudal Castle Imperial Opening
16 1,054 16:09 19:59 43:08 ⛏ Fast Castle
15 963 15:24 33:40 52:41 ⚔ Skirmisher Rush
15 1,010 11:58 31:37 51:47 ⚔ Drush
13 880 13:57 29:51 51:30 ⚔ Scouts into Archers into Towers
8 510 14:30 27:12 40:29 ⚔ FC into Scouts
8 521 16:18 27:38 49:29 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,565 15,435 10,430 4,335 48,765 71,546
19,915 9,895 12,905 3,720 46,435 58,593
20,620 16,350 6,155 1,500 44,625 53,265
15,640 11,210 3,560 1,700 32,110 41,967
12,335 11,628 6,955 920 31,838 45,198
9,760 7,045 2,325 455 19,585 22,146
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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