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African Clearing

505493156Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 35m 55s· 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
🇨🇳 Koreans · China
1053
+15
🇩🇪 Georgians · Germany
1016
+16
🇵🇪 Vietnamese · Peru
1006
+17
🇪🇸 Dravidians · Spain
1114
-20
🇪🇸 Japanese · Spain
1102
-19
🇪🇸 Persians · Spain
849
-9
Player eAPM Actions Feudal Castle Imperial Opening
47 1,678 16:19 25:28 — ⚔ M@A Rush
23 840 14:31 18:44 34:41 ⛏ Fast Castle
22 780 15:55 20:28 — ⛏ Fast Castle
19 687 14:15 28:34 — ⚔ Scout Rush
17 626 13:14 26:45 — ⚔ Scouts into Archers
14 487 20:54 26:25 —

Resources

Player Food Wood Gold Stone Spent Collected
11,735 12,310 3,715 2,510 30,270 32,068
9,230 5,357 1,665 980 17,232 18,219
8,685 3,388 2,160 980 15,213 16,072
7,395 5,298 2,045 400 15,138 17,845
6,800 4,457 1,465 200 12,922 12,874
4,205 2,480 1,285 100 8,070 9,363
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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