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African Clearing

510660979Analyzed
3v3 RM · 2d ago on Oct 2, 2026· 54m 37s· 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
🇦🇷 Turks · Argentina
1064
+12
🇦🇷 Ethiopians · Argentina
951
+17
🇦🇷 Mongols · Argentina
887
+20
🇧🇷 Celts · Brazil
1042
-19
🇧🇷 Khmer · Brazil
1010
-18
🇧🇷 Burgundians · Brazil
880
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 3,174 15:31 27:56 41:42 ⚔ Archer Rush
49 2,652 16:23 20:34 38:15 ⛏ Fast Castle
37 2,007 13:15 22:43 — ⚔ Archer Rush
23 1,273 13:34 22:43 34:18 ⚔ Scouts into Archers
20 1,077 19:06 24:42 — ⛏ Fast Castle
13 728 13:02 18:59 39:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,565 12,900 12,685 850 46,000 49,815
11,290 15,883 10,225 2,275 39,673 41,789
14,195 13,035 9,470 950 37,650 40,393
18,135 8,844 5,565 2,150 34,694 37,506
8,445 9,730 4,610 1,850 24,635 25,790
9,125 9,460 3,425 1,165 23,175 23,575
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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