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African Clearing

510650988Analyzed
3v3 RM · 1d ago on Oct 2, 2026· 37m 15s· 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
🇹🇷 Wei · Türkiye
799
+15
🇨🇱 Franks · Chile
774
+16
🇸🇮 Persians · Slovenia
701
+19
🇵🇪 Cumans · Peru
783
-17
🇵🇪 Bulgarians · Peru
774
-17
🇺🇸 Poles · United States
765
-16
Player eAPM Actions Feudal Castle Imperial Opening
23 840 13:54 30:27 — ⚔ Tower Rush
22 819 12:25 25:02 — ⚔ Scouts into Archers
17 639 20:12 26:12 — ⛏ Fast Castle
13 466 19:18 — — ⛏ Fast Castle
11 406 13:55 21:06 — ⛏ Fast Castle
6 214 15:38 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,730 7,255 3,145 1,700 20,830 24,814
7,910 5,410 2,120 1,690 17,130 17,110
5,610 5,780 1,710 975 14,075 15,009
5,330 4,170 810 650 10,960 10,736
2,675 2,410 310 200 5,595 7,163
2,320 1,535 50 350 4,255 4,407
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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