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African Clearing

510396218Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 6m 51s· 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
🇦🇷 Franks · Argentina
1273
+14
🇪🇸 Danes · Spain
1174
+18
🇬🇷 Japanese · Greece
1114
+20
🇧🇷 Koreans · Brazil
1343
-23
🇧🇷 Chinese · Brazil
1162
-15
🇧🇷 Huns · Brazil
1129
-14
Player eAPM Actions Feudal Castle Imperial Opening
36 245 — — —
29 202 — — —
18 126 — — —
8 55 — — —
6 43 — — —
3 22 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,050 450 0 100 1,600 927
400 348 50 100 898 276
250 325 50 100 725 446
0 300 0 100 400 0
0 275 0 100 375 0
200 0 50 0 250 232
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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