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African Clearing

504103315Analyzed
3v3 RM · 29d ago on Sep 3, 2026· 51m 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
🇺🇸 Wu · United States
1576
+7
🇨🇦 Aztecs · Canada
1554
+7
🇺🇸 Shu · United States
1551
+8
🇲🇽 Japanese · Mexico
1376
-8
🇨🇴 Mongols · Colombia
1337
-7
🇵🇪 Huns · Peru
1326
-7
Player eAPM Actions Feudal Castle Imperial Opening
76 3,929 19:13 34:07 48:07 ⚔ M@A Rush
66 3,410 12:29 17:28 39:35 ⛏ Fast Castle
49 2,522 13:19 17:29 41:55 ⛏ Fast Castle
43 2,212 11:46 16:15 — ⛏ Fast Castle
41 2,108 14:27 17:59 41:05 ⛏ Fast Castle
33 1,718 16:14 29:01 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,680 12,740 16,325 2,000 62,745 79,152
18,110 18,746 11,640 3,785 52,281 62,236
22,615 10,766 14,870 1,445 49,696 53,131
14,810 13,078 7,525 1,675 37,088 42,813
8,800 8,959 3,245 3,000 24,004 27,307
9,225 11,165 1,665 1,155 23,210 25,765
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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