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African Clearing

504584040Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 29m 23s· 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
🇺🇾 Mongols · Uruguay
1529
+13
🇦🇷 Cumans · Argentina
1470
+16
🇦🇷 Gurjaras · Argentina
1424
+17
🇩🇪 Chinese · Germany
1525
-18
🇺🇸 Teutons · United States
1447
-15
🇩🇪 Saracens · Germany
1410
-13
Player eAPM Actions Feudal Castle Imperial Opening
40 1,188 12:39 19:50 — ⚔ Scout Rush
32 934 11:42 16:31 — ⛏ Fast Castle
28 811 15:07 18:51 — ⛏ Fish Boom FC
27 784 16:22 22:50 26:43 ⛏ Fish Boom FC into Fast Imp
26 758 14:05 18:16 — ⛏ Fast Castle
4 111 — — —

Resources

Player Food Wood Gold Stone Spent Collected
8,740 8,173 1,485 300 18,698 19,841
6,150 8,592 2,395 1,550 18,687 20,855
8,950 6,121 1,440 1,800 18,311 19,854
7,035 5,045 1,965 525 14,570 14,486
6,170 5,608 950 1,050 13,778 13,985
600 150 0 0 750 807
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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