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African Clearing

512911474Analyzed
3v3 RM · 5d ago on Oct 11, 2026· 77m 57s· 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
🇨🇦 Cumans · Canada
1155
+14
🇩🇪 Georgians · Germany
1041
+18
🇺🇸 Franks · United States
1007
+19
vs
🇨🇳 Malay · China
1119
-18
🇬🇧 Persians · United Kingdom
1113
-18
🇧🇷 Huns · Brazil
1048
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 3,597 15:24 26:08 52:05 ⚔ Scout Rush
38 2,982 13:23 18:22 40:18 ⛏ Fast Castle
34 2,612 14:08 19:35 38:01 ⛏ Fish Boom FC
31 2,442 14:48 24:34 36:32 ⛏ Fish Boom FC
22 1,705 14:48 23:03 49:44
20 1,579 14:17 19:51 58:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
83,995 34,512 16,075 4,750 139,332 148,044
69,610 33,180 15,455 2,680 120,925 141,927
39,460 53,907 18,895 2,405 114,667 120,199
33,710 16,745 12,920 4,725 68,100 79,270
20,215 20,355 17,185 2,495 60,250 68,410
26,435 8,224 12,935 1,605 49,199 71,577
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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