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African Clearing

506426323Analyzed
3v3 RM · 19d ago on Sep 13, 2026· 23m 21s· 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
🇩🇪 Bohemians · Germany
1726
+4
🇩🇪 Hindustanis · Germany
1674
+4
🇩🇪 Mongols · Germany
1652
+5
🇭🇰 Spanish · Hong Kong SAR China
1388
-5
🇭🇰 Khmer · Hong Kong SAR China
1365
-4
🇭🇰 Vietnamese · Hong Kong SAR China
1332
-4
Player eAPM Actions Feudal Castle Imperial Opening
58 1,366 12:13 21:40 — ⚔ Archer Rush
38 889 14:23 18:43 — ⛏ Fast Castle
30 707 12:53 — — ⚔ Scout Rush
28 647 11:40 — — ⚔ Scout Rush
21 496 12:22 19:43 — ⛏ Fast Castle
16 382 14:49 21:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,895 3,322 1,535 365 9,117 9,423
5,405 3,070 350 100 8,925 8,796
3,200 2,495 965 1,050 7,710 7,387
4,325 2,665 250 300 7,540 8,449
3,700 2,000 150 100 5,950 6,478
2,700 1,160 250 875 4,985 4,802
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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