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African Clearing

510432873Analyzed
3v3 RM · 22h ago on Oct 1, 2026· 50m 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
🇨🇦 Italians · Canada
1591
+13
🇺🇸 Poles · United States
1532
+15
🇺🇸 Burgundians · United States
1487
+17
🇨🇴 Ethiopians · Colombia
1562
-17
🇨🇴 Jurchens · Colombia
1523
-15
🇨🇴 Turks · Colombia
1453
-13
Player eAPM Actions Feudal Castle Imperial Opening
59 2,992 12:20 18:12 35:41 ⛏ Fast Castle
57 2,882 12:06 21:38 39:53 ⚔ Archer Rush
56 2,857 13:35 17:49 38:25 ⛏ Fast Castle
56 2,829 12:56 25:52 41:49 ⚔ M@A into Towers into Skirms
51 2,575 12:51 18:20 37:32 ⚔ FC into Archers
40 2,009 11:44 21:43 40:30 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
38,745 24,964 16,830 3,550 84,089 93,398
33,755 12,468 14,615 3,105 63,943 67,701
26,775 19,106 12,635 3,260 61,776 62,966
17,680 21,517 13,065 2,355 54,617 61,290
25,475 11,094 7,155 1,605 45,329 48,146
18,630 15,049 7,720 2,600 43,999 51,490
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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