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African Clearing

510610303Analyzed
3v3 RM · 11h ago on Oct 1, 2026· 102m 35s· 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
🇵🇪 Burgundians · Peru
1201
+15
🇺🇸 Khmer · United States
1191
+16
🇦🇷 Inca · Argentina
1175
+16
🇫🇷 Spanish · France
1191
-16
🇫🇷 Mongols · France
1183
-16
🇫🇷 Khitans · France
1167
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 5,317 13:21 17:34 40:23 ⛏ Fast Castle
47 4,809 14:06 20:41 33:59 ⛏ Fast Castle
42 4,328 15:04 19:50 45:46 ⛏ Fast Castle
33 3,335 14:51 19:29 37:54 ⛏ Fast Castle
33 3,351 13:45 26:11 39:07 ⚔ Scout Rush
7 727 13:06 18:47 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
109,895 52,281 52,585 2,710 217,471 242,645
80,305 94,236 15,150 8,135 197,826 212,254
95,880 40,949 34,010 3,400 174,239 211,505
55,505 30,484 18,785 2,950 107,724 110,437
23,285 39,639 25,525 6,550 94,999 94,276
7,185 2,245 1,380 550 11,360 12,142
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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