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African Clearing

510471375Analyzed
3v3 RM · 3d ago on Oct 1, 2026· 30m 38s· 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
🇳🇿 Spanish · New Zealand
936
+13
🇹🇼 Cumans · Taiwan
927
+13
🇦🇷 Bohemians · Argentina
826
+17
🇦🇷 Varangians · Argentina
879
-15
🇦🇷 Huns · Argentina
865
-15
🇦🇷 Magyars · Argentina
826
-13
Player eAPM Actions Feudal Castle Imperial Opening
31 962 17:25 21:30 — ⛏ Fast Castle
21 636 16:28 24:25 — ⚔ M@A FC
19 580 17:01 21:16 — ⛏ Fast Castle
16 497 14:31 18:20 — ⛏ Fast Castle
12 380 16:41 23:17 —
9 280 18:06 25:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,845 5,010 1,115 950 14,920 16,104
3,735 4,180 2,110 2,075 12,100 11,891
5,625 3,035 1,300 850 10,810 12,386
3,980 2,090 815 1,625 8,510 9,103
4,100 2,878 250 785 8,013 9,326
4,330 2,865 430 220 7,845 9,123
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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