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African Clearing

506903089Analyzed
3v3 RM · 15d ago on Sep 15, 2026· 64m 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
🇩🇪 Khmer · Germany
1702
+9
🇨🇭 Turks · Switzerland
1679
+10
🇫🇷 Italians · France
1585
+14
🇩🇪 Lithuanians · Germany
1575
-12
🇩🇪 Japanese · Germany
1568
-12
🇩🇪 Vikings · Germany
1481
-9
Player eAPM Actions Feudal Castle Imperial Opening
54 3,448 12:40 16:31 40:45 ⛏ Fast Castle
46 2,943 11:03 21:34 33:39 ⚔ Archer Rush
42 2,706 12:39 16:56 37:59 ⛏ Fast Castle
40 2,583 11:34 23:31 51:29 ⚔ Scout Rush
37 2,393 12:14 15:50 44:15 ⛏ Fast Castle
29 1,849 13:32 20:16 40:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
68,595 26,203 13,940 1,900 110,638 115,528
44,635 25,843 22,220 950 93,648 93,937
31,735 26,366 16,565 3,905 78,571 85,736
20,410 27,269 18,035 5,525 71,239 88,468
29,120 26,792 8,655 3,425 67,992 69,149
20,965 24,463 15,410 6,020 66,858 78,272
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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