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African Clearing

510293246Analyzed
3v3 RM · 5h ago on Sep 30, 2026· 50m 32s· 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
🇦🇺 Hindustanis · Australia
1055
+12
🇦🇺 Mongols · Australia
1049
+12
🇦🇺 Danes · Australia
1048
+12
🇩🇪 Jurchens · Germany
993
-14
🇨🇳 Vikings · China
962
-37
🇳🇱 Japanese · Netherlands
921
-10
Player eAPM Actions Feudal Castle Imperial Opening
32 1,632 15:02 26:30 45:53 ⚔ Towers FC
31 1,553 15:01 21:18 42:48 ⛏ Fast Castle
30 1,529 15:02 19:43 — ⛏ Fast Castle
28 1,420 15:25 20:25 43:35 ⛏ Fast Castle
7 352 17:32 30:17 — ⚔ M@A into Towers into Archers
6 302 — — —

Resources

Player Food Wood Gold Stone Spent Collected
20,155 11,095 12,000 1,610 44,860 51,125
13,735 12,023 6,525 1,600 33,883 38,868
17,825 9,416 4,230 2,105 33,576 34,089
16,275 8,510 6,095 1,500 32,380 35,569
5,975 3,773 785 725 11,258 12,770
650 1,245 50 100 2,045 1,932
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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