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African Clearing

510822659Analyzed
3v3 RM · 8h ago on Oct 2, 2026· 40m 52s· 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
🇬🇧 Danes · United Kingdom
1278
+14
🇬🇧 Ethiopians · United Kingdom
1277
+14
🇬🇧 Saxons · United Kingdom
1244
+15
🇹🇷 Mongols · Türkiye
1319
-18
🇦🇷 Vietnamese · Argentina
1191
-13
🇩🇪 Japanese · Germany
1169
-12
Player eAPM Actions Feudal Castle Imperial Opening
44 1,804 11:39 24:02 — ⚔ Scout Rush
40 1,624 12:23 23:12 — ⚔ Fish Boom into Scouts
32 1,311 13:44 17:59 34:08 ⛏ Fast Castle
29 1,190 12:00 17:52 37:20 ⛏ Fast Castle
27 1,112 12:56 17:29 34:57 ⛏ Fast Castle
25 1,031 14:22 19:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,570 11,555 6,350 2,900 40,375 46,389
13,805 16,443 6,295 1,175 37,718 43,091
18,130 10,055 6,745 1,050 35,980 39,747
11,980 11,255 3,270 950 27,455 33,372
9,705 10,605 5,525 760 26,595 29,790
11,690 6,069 2,710 1,995 22,464 24,524
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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