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African Clearing

511690978Analyzed
3v3 RM · 12d ago on Oct 6, 2026· 29m 44s· 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 · United States
1237
+7
🇵🇪 Mongols · Peru
1151
+10
🇵🇪 Malians · Peru
1134
+11
vs
🇵🇪 Tatars · Peru
1032
-10
🇵🇪 Sicilians · Peru
1024
-9
🇵🇪 Vietnamese · Peru
1009
-9
Player eAPM Actions Feudal Castle Imperial Opening
45 1,333 13:23 18:29 — ⛏ Fast Castle
37 1,097 21:36 — —
31 922 15:08 23:05 — ⚔ Scouts into Archers
30 907 15:05 19:23 — ⛏ Fast Castle
26 782 16:26 26:30 — ⛏ Fish Boom FC
18 530 13:37 20:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,270 4,875 1,805 340 13,290 13,706
6,830 3,509 1,245 1,705 13,289 13,827
4,970 5,105 1,360 435 11,870 11,854
4,325 4,110 1,180 1,500 11,115 11,968
3,650 2,540 795 225 7,210 8,927
2,400 1,537 100 455 4,492 5,749
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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