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African Clearing

506089026Analyzed
3v3 RM · 21d ago on Sep 12, 2026· 58m 28s· 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 · China
906
+14
🇦🇷 Cumans · Argentina
878
+15
🇲🇬 Mongols · Madagascar
848
+16
🇩🇪 Vikings · Germany
1055
-22
🇪🇸 Celts · Spain
886
-16
🇪🇸 Chinese · Spain
617
-7
Player eAPM Actions Feudal Castle Imperial Opening
41 2,392 17:17 27:26 42:11
30 1,760 14:18 30:33 43:05 ⚔ Scout Rush
23 1,348 15:17 21:20 37:42 ⛏ Fast Castle
19 1,084 20:02 28:48 46:03 ⛏ Fast Castle
12 691 14:26 25:56 42:21 ⛏ Fast Castle
12 702 17:20 29:02 46:40 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
38,375 20,772 16,340 3,550 79,037 105,660
27,620 23,298 18,855 1,900 71,673 88,356
26,285 23,174 12,100 4,050 65,609 87,526
24,510 20,010 9,415 2,405 56,340 58,309
31,120 8,425 8,925 4,150 52,620 60,002
6,695 9,095 5,355 1,155 22,300 23,101
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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