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African Clearing

506782478Analyzed
3v3 RM · 19d ago on Sep 15, 2026· 44m 52s· 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
🇵🇪 Huns · Peru
1098
+14
🇩🇰 Romans · Denmark
1090
+14
🇲🇽 Vietnamese · Mexico
1087
+14
🇵🇪 Huns · Peru
1126
-17
🇵🇪 Maya · Peru
1013
-13
🇵🇪 Bulgarians · Peru
995
-12
Player eAPM Actions Feudal Castle Imperial Opening
30 1,344 15:57 19:32 37:20 ⛏ Fast Castle
27 1,213 12:50 16:47 44:00 ⛏ Fast Castle
17 754 13:23 18:09 35:01 ⛏ Fast Castle
17 758 13:32 20:51 — ⛏ Fast Castle
16 731 14:27 20:37 31:26 ⚔ Scouts FC
15 665 14:37 25:11 40:59

Resources

Player Food Wood Gold Stone Spent Collected
24,515 10,310 14,310 1,050 50,185 54,256
24,920 12,320 10,210 1,600 49,050 50,375
13,115 11,667 6,165 2,715 33,662 37,769
13,460 10,004 3,930 950 28,344 32,157
12,480 7,440 5,240 950 26,110 29,749
9,945 7,650 2,385 2,250 22,230 26,134
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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