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African Clearing

505259353Analyzed
3v3 RM · 23d ago on Sep 8, 2026· 73m 32s· 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
🇨🇳 Spanish · China
1236
+15
🇨🇳 Teutons · China
1143
+19
🇨🇳 Berbers · China
1056
+22
🇨🇱 Persians · Chile
1308
-22
🇨🇱 Wei · Chile
1219
-19
🇨🇱 Bulgarians · Chile
1104
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 3,184 13:23 17:52 34:14 ⛏ Fast Castle
33 2,438 12:52 17:11 44:51 ⛏ Fast Castle
27 1,982 14:43 21:42 37:50
25 1,830 15:18 21:10 53:21 ⚔ FC into Skirms
20 1,471 14:23 20:05 34:45 ⛏ Fast Castle
13 934 16:23 27:56 46:57 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
43,410 26,950 30,800 3,525 104,685 120,106
55,930 17,069 26,320 5,050 104,369 113,692
27,245 28,000 23,330 4,755 83,330 93,632
29,885 23,353 11,815 3,585 68,638 73,831
26,830 23,304 10,120 2,250 62,504 67,435
15,565 11,025 5,620 1,780 33,990 34,683
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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