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African Clearing

504586808Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 34m 20s· 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
🇺🇸 Wei · United States
1621
+6
🇳🇱 Jurchens · Netherlands
1567
+7
🇷🇴 Italians · Romania
1495
+10
🇬🇧 Burmese · United Kingdom
1488
-11
🇵🇱 Bulgarians · Poland
1281
-6
🇩🇪 Chinese · Germany
1281
-6
Player eAPM Actions Feudal Castle Imperial Opening
45 1,535 12:09 16:08 — ⛏ Fast Castle
43 1,461 14:20 17:45 — ⛏ Fast Castle
42 1,459 13:41 17:38 33:16 ⛏ Fast Castle
39 1,343 11:34 28:40 — ⚔ Scout Rush
31 1,070 13:20 27:20 —
28 947 11:13 16:39 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
19,120 10,433 4,620 1,800 35,973 35,942
12,245 6,845 4,520 400 24,010 23,492
8,575 9,316 3,520 1,600 23,011 24,614
7,730 7,166 3,140 955 18,991 20,176
8,420 6,404 1,260 1,110 17,194 17,269
8,370 4,490 1,520 550 14,930 14,309
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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