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African Clearing

505161968Analyzed
3v3 RM · 25d ago on Sep 8, 2026· 69m 16s· 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 · Australia
1003
+16
🇦🇷 Khmer · Argentina
992
+17
🇧🇷 Poles · Brazil
924
+19
🇺🇸 Spanish · United States
1017
-18
🇺🇸 Persians · United States
994
-17
🇺🇸 Vietnamese · United States
994
-17
Player eAPM Actions Feudal Castle Imperial Opening
44 3,025 15:03 28:25 46:38 ⚔ Archer Rush
29 1,995 15:34 24:48 42:07 ⚔ Scout Rush
26 1,831 17:14 22:09 38:44 ⛏ Fast Castle
19 1,332 15:39 20:06 43:13 ⛏ Fast Castle
16 1,132 26:56 38:03 67:47 ⛏ Fast Castle
11 763 15:03 — —

Resources

Player Food Wood Gold Stone Spent Collected
41,635 24,015 25,895 4,100 95,645 104,472
38,510 19,654 24,485 4,300 86,949 95,330
25,055 18,350 22,345 1,880 67,630 72,861
20,270 21,115 8,935 1,435 51,755 54,443
15,625 10,850 5,405 4,075 35,955 39,784
2,400 1,030 50 1,105 4,585 4,048
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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