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African Clearing

510581093Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 37m 39s· 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
🇩🇪 Bohemians · Germany
1793
+2
1631
+5
🇩🇪 Poles · Germany
1601
+5
🇵🇪 Mongols · Peru
1401
-5
🇨🇭 Romans · Switzerland
1350
-4
🇺🇸 Magyars · United States
1261
-3
Player eAPM Actions Feudal Castle Imperial Opening
41 1,553 14:27 18:22 — ⛏ Fast Castle
40 1,505 10:55 20:40 35:16 ⚔ Scout Rush
39 1,462 14:53 21:33 37:17 ⛏ Fast Castle
32 1,208 13:25 17:29 31:30 ⛏ Fast Castle
19 725 12:21 — — ⚔ Tower Rush
18 673 13:08 22:32 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,705 9,873 7,875 4,350 42,803 45,524
11,505 10,531 2,525 2,750 27,311 28,688
11,590 4,435 1,300 2,150 19,475 20,037
9,615 6,148 1,940 1,150 18,853 18,303
5,825 7,395 3,520 1,500 18,240 17,901
2,200 1,370 50 620 4,240 3,610
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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