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African Clearing

512672256Analyzed
3v3 RM · 9d ago on Oct 10, 2026· 45m 34s· 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
🇭🇰 Hindustanis · Hong Kong SAR China
1182
+9
🇨🇳 Poles · China
1133
+11
🇩🇪 Cumans · Germany
896
+21
vs
🇷🇺 Goths · Russia
1065
-16
🇨🇦 Persians · Canada
1033
-14
🇺🇸 Japanese · United States
963
-11
Player eAPM Actions Feudal Castle Imperial Opening
40 1,828 13:48 24:31 — ⚔ Scout Rush
28 1,277 12:47 22:31 36:24 ⚔ Scout Rush
23 1,041 13:54 25:50 40:41 ⚔ Scout Rush
22 983 13:25 16:57 40:14 ⛏ Fast Castle
20 929 13:54 24:36 44:25
18 801 15:01 21:40 36:58 ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
22,575 10,190 7,235 1,875 41,875 49,174
16,450 12,880 4,660 1,150 35,140 39,256
15,105 9,721 6,310 1,800 32,936 40,870
14,025 9,560 3,845 1,205 28,635 29,025
12,620 10,812 2,035 2,125 27,592 33,464
9,495 3,875 3,035 1,605 18,010 18,996
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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