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African Clearing

510453058Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 29m 53s· 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
🇺🇸 Vietnamese · United States
1035
+15
🇺🇸 Tatars · United States
1007
+16
🇨🇳 Maya · China
951
+18
🇨🇱 Turks · Chile
1022
-17
🇨🇱 Bohemians · Chile
1001
-16
🇨🇱 Vietnamese · Chile
986
-16
Player eAPM Actions Feudal Castle Imperial Opening
39 1,174 14:42 19:14 — ⚔ Drush FC
31 919 16:12 23:00 — ⛏ Fast Castle
29 854 12:58 22:47 — ⚔ Scout Rush
20 584 15:52 — —
20 608 14:04 22:26 — ⛏ Fast Castle
15 448 13:13 23:25 —

Resources

Player Food Wood Gold Stone Spent Collected
6,295 5,532 1,685 910 14,422 15,209
5,950 4,740 1,850 850 13,390 14,115
5,165 4,711 900 1,220 11,996 12,473
4,935 3,896 810 980 10,621 12,006
4,975 3,619 400 950 9,944 10,558
4,025 2,841 275 760 7,901 9,759
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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