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African Clearing

506471982Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 31m 33s· 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
🇺🇸 Huns · United States
1306
+13
🇧🇷 Khitans · Brazil
1222
+17
🇧🇷 Byzantines · Brazil
1212
+17
🇧🇩 Armenians · Bangladesh
1321
-18
🇧🇷 Persians · Brazil
1227
-15
🇺🇸 Franks · United States
1188
-14
Player eAPM Actions Feudal Castle Imperial Opening
54 1,701 11:23 26:11 — ⚔ Scout Rush
47 1,498 11:07 23:01 — ⚔ Scout Rush
36 1,151 13:04 18:03 — ⚔ FC into Archers
27 866 12:02 21:46 — ⚔ Scout Rush
25 797 14:01 30:18 — ⚔ M@A into Skirms
20 634 14:09 21:22 —

Resources

Player Food Wood Gold Stone Spent Collected
8,845 7,925 5,145 200 22,115 22,178
6,400 5,713 3,300 200 15,613 15,842
7,690 4,481 810 1,000 13,981 14,248
7,970 4,645 520 500 13,635 12,901
6,245 5,740 765 230 12,980 13,691
5,315 3,548 425 850 10,138 11,750
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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