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African Clearing

505764244Analyzed
3v3 RM · 21d ago on Sep 10, 2026· 22m 58s· 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
🇺🇸 Jurchens · United States
1509
+13
🇺🇸 Khitans · United States
1418
+17
🇺🇸 Hindustanis · United States
1395
+18
🇨🇿 Mongols · Czechia
1538
-20
🇧🇷 Mapuche · Brazil
1409
-15
🇨🇱 Persians · Chile
1374
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 1,273 12:58 — — ⚔ Scout Rush
54 1,239 13:34 17:58 — ⛏ Fast Castle
52 1,194 13:54 — — ⚔ Scout Rush
48 1,095 14:39 18:02 — ⚔ FC into Scouts
44 1,004 12:02 16:58 — ⛏ Fast Castle
37 842 12:44 16:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,880 2,866 1,985 100 9,831 10,260
5,450 3,168 590 210 9,418 9,488
4,300 3,654 760 300 9,014 8,408
5,785 2,335 290 100 8,510 8,515
3,625 2,563 1,150 100 7,438 7,206
4,385 2,110 50 100 6,645 6,181
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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