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African Clearing

504025974Analyzed
3v3 RM · 28d ago on Sep 3, 2026· 51m 28s· 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
🇭🇰 Berbers · Hong Kong SAR China
1154
+16
🇮🇳 Slavs · India
1097
+18
🇭🇰 Franks · Hong Kong SAR China
1068
+20
🇨🇭 Cumans · Switzerland
1170
-19
🇹🇼 Armenians · Taiwan
1145
-18
🇹🇼 Dravidians · Taiwan
1130
-17
Player eAPM Actions Feudal Castle Imperial Opening
41 2,092 14:40 19:45 40:04 ⛏ Fast Castle
31 1,592 12:58 20:02 44:50 ⚔ Scout Rush
23 1,199 13:35 27:20 43:58 ⚔ Scout Rush
20 1,039 13:15 20:40 39:27 ⛏ Fast Castle
19 982 12:54 29:07 — ⚔ M@A Rush
17 850 12:05 20:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,345 12,459 14,095 1,700 54,599 61,676
21,155 12,278 12,695 2,585 48,713 58,464
21,610 12,990 12,420 1,450 48,470 61,072
18,610 13,063 2,570 2,750 36,993 41,667
12,680 7,795 1,590 1,110 23,175 23,549
6,620 4,815 1,390 950 13,775 14,142
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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