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African Clearing

512201575Analyzed
3v3 RM · 9d ago on Oct 8, 2026· 54m 0s· 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
🇨🇱 Huns · Chile
771
+12
🇬🇧 Franks · United Kingdom
698
+15
🇺🇸 Bohemians · United States
610
+18
vs
🇩🇪 Persians · Germany
846
-22
🇩🇪 Franks · Germany
614
-13
🇩🇪 Italians · Germany
538
-10
Player eAPM Actions Feudal Castle Imperial Opening
26 1,397 16:08 20:10 49:11 ⛏ Fast Castle
24 1,308 12:42 21:35 38:54 ⛏ Fast Castle
24 1,280 14:40 21:39 41:07 ⛏ Fast Castle
17 903 18:14 28:02 —
16 888 19:23 25:49 45:59 ⛏ Fast Castle
7 384 25:25 41:20 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,715 17,926 15,185 1,600 54,426 59,275
17,260 18,145 10,470 1,975 47,850 59,031
19,985 12,900 10,880 1,725 45,490 54,328
13,230 11,892 7,755 950 33,827 41,279
14,195 5,579 4,185 1,050 25,009 26,537
6,470 8,655 3,630 300 19,055 28,420
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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