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African Clearing

505471386Analyzed
3v3 RM · 23d ago on Sep 9, 2026· 73m 31s· 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 · Spain
1306
+15
🇬🇧 Chinese · United Kingdom
1270
+17
🇩🇪 Tatars · Germany
1209
+19
🇬🇧 Muisca · United Kingdom
1320
-19
🇬🇧 Huns · United Kingdom
1263
-16
🇬🇧 Persians · United Kingdom
1260
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 2,578 12:40 21:52 50:23 ⚔ Scout Rush
32 2,329 10:54 21:05 38:38 ⚔ Scout Rush
31 2,271 13:14 18:34 50:42 ⛏ Fast Castle
30 2,188 13:51 21:03 41:29 ⛏ Fast Castle
26 1,910 14:35 24:32 61:23 ⚔ Towers into Scouts
25 1,861 13:48 26:14 42:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,480 21,772 24,365 5,275 95,892 102,222
33,595 25,560 15,220 4,950 79,325 87,710
29,395 29,484 18,545 1,050 78,474 87,897
26,630 24,265 17,960 5,155 74,010 74,759
22,080 17,094 9,195 3,725 52,094 52,921
13,500 7,259 5,265 1,350 27,374 31,002
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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