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African Clearing

510776510Analyzed
3v3 RM · 16h ago on Oct 2, 2026· 34m 26s· 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
🇺🇸 Mongols · United States
926
+11
🇨🇱 Japanese · Chile
907
+12
🇨🇳 Magyars · China
772
+18
🇪🇸 Portuguese · Spain
892
-17
🇪🇸 Varangians · Spain
821
-14
🇪🇸 Danes · Spain
735
-10
Player eAPM Actions Feudal Castle Imperial Opening
48 1,638 12:05 16:08 — ⛏ Fast Castle
29 984 14:03 21:00 — ⛏ Fast Castle
25 844 13:46 23:19 —
22 748 16:51 28:38 — ⚔ Scout Rush
15 526 13:20 18:56 — ⚔ FC into Scouts
13 439 14:25 25:56 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,625 8,890 5,385 950 24,850 27,544
10,485 8,710 1,195 500 20,890 21,326
8,035 5,700 1,770 975 16,480 16,655
6,815 4,725 1,325 300 13,165 13,383
6,170 2,548 1,225 850 10,793 12,264
3,980 2,460 400 1,215 8,055 7,461
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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