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African Clearing

506727475Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 42m 41s· 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
1617
+12
🇳🇱 Byzantines · Netherlands
1539
+15
🇷🇴 Slavs · Romania
1533
+15
🇦🇷 Magyars · Argentina
1551
-15
🇦🇷 Persians · Argentina
1537
-15
🇦🇷 Huns · Argentina
1476
-12
Player eAPM Actions Feudal Castle Imperial Opening
62 2,631 12:24 23:06 — ⚔ Scout Rush
51 2,161 12:34 26:52 40:06 ⚔ Scout Rush
50 2,145 11:46 23:00 — ⚔ Archer Rush
49 2,092 12:18 28:46 — ⚔ Scout Rush
45 1,902 13:12 16:55 42:17 ⛏ Fast Castle
40 1,694 11:43 27:15 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,555 11,971 6,800 1,450 31,776 31,699
14,205 10,469 5,130 1,825 31,629 32,482
15,740 7,684 6,125 1,600 31,149 31,203
14,980 7,458 4,125 1,155 27,718 28,391
11,845 9,596 3,610 2,100 27,151 27,241
9,875 5,333 550 525 16,283 15,864
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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