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African Clearing

510682659Analyzed
3v3 RM · 24h ago on Oct 2, 2026· 39m 0s· 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
🇺🇸 Saxons · United States
1211
+11
🇺🇸 Hindustanis · United States
1068
+17
🇺🇸 Tatars · United States
1046
+17
🇨🇦 Vietnamese · Canada
1088
-15
🇺🇸 Maya · United States
1084
-15
🇹🇼 Huns · Taiwan
1079
-15
Player eAPM Actions Feudal Castle Imperial Opening
34 1,316 13:28 17:23 38:04 ⛏ Fast Castle
26 1,022 15:06 19:45 — ⚔ Fish Boom into Scouts FC
26 1,021 12:58 17:21 37:36 ⛏ Fast Castle
21 831 13:40 19:22 — ⛏ Fast Castle
19 742 14:26 26:47 — ⚔ Skirmisher Rush
17 676 15:30 21:14 32:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,810 15,545 5,270 2,415 39,040 44,067
12,920 12,855 4,600 3,550 33,925 37,406
13,025 9,680 3,365 2,555 28,625 32,662
12,900 6,675 3,920 950 24,445 31,731
10,010 8,483 1,490 1,275 21,258 23,233
5,380 3,825 1,100 1,410 11,715 12,948
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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