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African Clearing

506236832Analyzed
3v3 RM · 20d ago on Sep 12, 2026· 41m 36s· 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
🇦🇷 Malians · Argentina
1612
+8
🇦🇷 Bohemians · Argentina
1481
+13
🇦🇷 Italians · Argentina
1426
+14
🇩🇪 Berbers · Germany
1431
-13
🇺🇸 Koreans · United States
1427
-12
🇫🇷 Sicilians · France
1369
-10
Player eAPM Actions Feudal Castle Imperial Opening
40 1,683 12:16 16:08 37:49 ⛏ Fast Castle
37 1,528 11:37 24:30 37:34 ⚔ Scout Rush
35 1,459 13:36 17:29 34:37 ⛏ Fast Castle
32 1,340 13:24 17:50 39:54 ⛏ Fast Castle
26 1,077 12:22 16:18 — ⛏ Fast Castle
9 373 13:29 18:11 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,285 10,801 8,350 2,170 43,606 46,555
14,270 12,153 5,515 2,370 34,308 40,820
10,725 11,740 5,710 3,000 31,175 33,817
15,330 7,401 5,560 1,700 29,991 32,588
8,675 7,510 3,660 2,350 22,195 24,004
3,700 1,261 300 650 5,911 6,794
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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