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African Clearing

510894909Analyzed
3v3 RM · 16h ago on Oct 3, 2026· 42m 23s· 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
🇦🇷 Varangians · Argentina
1208
+14
🇦🇷 Danes · Argentina
1155
+16
🇦🇷 Varangians · Argentina
1148
+16
🇺🇸 Vietnamese · United States
1162
-16
🇧🇷 Danes · Brazil
1154
-15
🇺🇸 Hindustanis · United States
1144
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 2,443 13:58 23:17 40:29 ⚔ Scout Rush
27 1,159 13:31 18:46 — ⛏ Fast Castle
23 988 13:39 25:08 38:04 ⚔ Archers into Towers
23 986 14:31 19:28 35:23 ⛏ Fast Castle
18 759 12:59 18:19 35:13 ⛏ Fast Castle
15 641 12:55 25:14 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,160 8,403 4,725 1,700 30,988 30,485
14,770 8,455 6,120 1,275 30,620 30,851
11,635 12,342 4,440 1,690 30,107 35,302
12,975 6,296 6,900 1,500 27,671 28,603
14,130 7,466 3,720 2,250 27,566 28,334
7,205 7,390 5,000 1,100 20,695 22,145
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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