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African Clearing

510891797Analyzed
3v3 RM · 10h ago on Oct 3, 2026· 36m 2s· 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
1192
+12
🇦🇷 Magyars · Argentina
1153
+13
🇦🇷 Huns · Argentina
991
+20
🇪🇨 Jurchens · Ecuador
1116
-16
🇵🇪 Sicilians · Peru
1092
-15
🇨🇱 Franks · Chile
1057
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 1,704 14:59 31:52 — ⚔ Towers FC
37 1,316 12:13 26:15 — ⚔ Scout Rush
30 1,082 13:05 25:29 — ⚔ M@A Rush
22 810 13:58 22:12 — ⛏ Fast Castle
19 674 14:12 28:23 — ⚔ Archers into Towers
17 630 15:25 29:15 — ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
8,225 4,745 3,055 850 16,875 17,088
7,495 6,025 1,160 1,800 16,480 17,364
8,180 6,552 1,235 500 16,467 17,491
5,700 6,820 2,510 850 15,880 17,288
7,515 4,965 2,350 475 15,305 17,580
3,725 3,609 825 1,105 9,264 11,710
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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