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African Clearing

504751040Analyzed
3v3 RM · 25d ago on Sep 6, 2026· 53m 16s· 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
🇨🇳 Wei · China
817
+19
🇮🇩 Hindustanis · Indonesia
779
+21
🇨🇳 Italians · China
778
+21
🇨🇳 Khitans · China
901
-21
🇨🇳 Khmer · China
884
-22
🇨🇳 Armenians · China
867
-20
Player eAPM Actions Feudal Castle Imperial Opening
33 1,769 17:25 26:52 48:29 ⚔ Scout Rush
21 1,144 18:40 29:40 47:04 ⚔ Tower Rush
20 1,058 14:49 28:21 42:40 ⚔ Scout Rush
20 1,068 18:08 29:24 33:10 ⚔ Scouts into Fast Imp
18 977 15:25 22:52 42:50 ⛏ Fast Castle
16 876 15:37 33:29 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,480 10,975 9,770 2,455 43,680 49,856
13,150 14,328 9,045 2,650 39,173 49,533
14,560 10,302 5,530 1,750 32,142 34,460
13,795 7,840 5,100 1,900 28,635 32,256
17,400 6,795 3,460 850 28,505 40,665
11,680 8,125 2,250 405 22,460 24,840
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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