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African Clearing

510411398Analyzed
3v3 RM · 20h ago on Sep 30, 2026· 61m 9s· 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
🇨🇳 Italians · China
1224
+18
🇺🇸 Huns · United States
1199
+19
🇨🇴 Varangians · Colombia
1163
+19
🇨🇴 Huns · Colombia
1261
-19
🇨🇴 Persians · Colombia
1257
-19
🇨🇴 Spanish · Colombia
1246
-18
Player eAPM Actions Feudal Castle Imperial Opening
58 3,571 12:00 40:51 — ⚔ Scout Rush
54 3,316 12:08 17:36 38:04 ⛏ Fast Castle
39 2,355 13:24 17:28 45:46 ⛏ Fast Castle
36 2,230 14:15 18:47 34:25 ⛏ Fast Castle
35 2,171 11:56 24:53 42:57 ⚔ Scouts into Archers
33 2,009 14:18 21:37 30:12 ⚔ Fish Boom into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
35,340 25,040 16,800 1,900 79,080 79,041
32,200 19,485 17,465 4,010 73,160 76,040
25,480 17,938 14,390 7,100 64,908 70,964
28,260 23,400 10,195 1,920 63,775 80,602
26,830 15,290 18,585 2,945 63,650 79,272
13,240 14,745 5,720 2,300 36,005 37,686
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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