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African Clearing

510943443Analyzed
3v3 RM · 16h ago on Oct 3, 2026· 38m 13s· 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
🇦🇷 Goths · Argentina
943
+16
926
+17
🇦🇺 Mongols · Australia
878
+20
🇨🇴 Huns · Colombia
990
-19
🇨🇴 Vietnamese · Colombia
958
-18
🇨🇴 Mongols · Colombia
907
-16
Player eAPM Actions Feudal Castle Imperial Opening
32 1,234 14:02 22:45 — ⚔ FC into Archers
29 1,109 14:38 18:07 33:53 ⛏ Fast Castle
25 965 15:21 19:52 — ⚔ Scout Rush
23 874 15:16 24:13 — ⚔ Archer Rush
20 772 14:40 29:41 —
13 510 16:33 22:48 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,595 7,285 3,915 950 26,745 27,305
11,240 5,870 4,140 3,780 25,030 26,393
7,440 4,750 890 425 13,505 15,589
5,345 3,615 3,150 850 12,960 14,684
5,685 3,480 1,220 2,050 12,435 13,170
4,990 4,213 865 575 10,643 12,447
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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