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African Clearing

510633302Analyzed
3v3 RM · 4h ago on Oct 1, 2026· 46m 44s· 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
🇨🇱 Berbers · Chile
1259
+17
🇨🇱 Khitans · Chile
1243
+17
🇺🇸 Huns · United States
1218
+18
🇸🇪 Saxons · Sweden
1359
-21
🇸🇪 Malians · Sweden
1239
-16
🇩🇪 Varangians · Germany
1222
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 1,716 15:47 19:53 45:19 ⛏ Fast Castle
35 1,652 12:15 27:49 — ⚔ Scout Rush
31 1,451 12:35 16:55 39:13 ⛏ Fast Castle
29 1,347 13:04 23:32 — ⛏ Fast Castle
25 1,150 14:20 23:32 —
22 1,014 13:47 18:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,385 10,589 10,430 1,490 40,894 50,842
16,995 8,148 2,765 1,700 29,608 31,737
10,900 11,119 3,965 2,885 28,869 33,458
12,550 6,583 3,765 1,600 24,498 26,119
9,600 8,710 2,620 1,525 22,455 25,782
9,510 6,051 1,585 1,290 18,436 22,763
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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