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African Clearing

505490549Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 87m 19s· 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
🇷🇪 Britons · Réunion
1560
+9
🇫🇷 Japanese · France
1537
+10
🇫🇷 Vikings · France
1278
+19
🇦🇷 Inca · Argentina
1416
-14
🇦🇷 Portuguese · Argentina
1379
-12
🇦🇷 Sicilians · Argentina
1357
-12
Player eAPM Actions Feudal Castle Imperial Opening
60 5,229 11:42 24:33 37:06 ⚔ Archer Rush
50 4,353 13:10 17:23 47:10 ⛏ Fast Castle
48 4,198 11:32 20:44 45:41 ⚔ Scout Rush
45 3,894 13:45 17:22 47:28 ⛏ Fast Castle
32 2,816 12:16 16:37 37:51 ⛏ Fast Castle
19 1,667 12:49 20:36 56:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
60,200 55,869 16,210 4,495 136,774 141,811
71,575 33,191 25,625 3,855 134,246 142,252
32,695 60,399 27,085 13,220 133,399 151,456
69,630 29,411 25,540 4,210 128,791 134,574
38,965 49,752 19,065 3,525 111,307 117,796
48,425 26,745 20,035 4,165 99,370 103,188
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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