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African Clearing

510736738Analyzed
3v3 RM · 1d ago on Oct 2, 2026· 36m 58s· 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
🇳🇴 Aztecs · Norway
1191
+14
🇦🇺 Franks · Australia
1160
+15
🇨🇭 Vietnamese · Switzerland
1152
+16
🇩🇪 Mongols · Germany
1314
-21
🇸🇦 Burgundians · Saudi Arabia
1134
-15
🇺🇸 Persians · United States
988
-9
Player eAPM Actions Feudal Castle Imperial Opening
36 1,322 14:40 26:57 — ⚔ M@A into Towers
34 1,264 13:29 19:25 — ⛏ Fast Castle
32 1,179 13:01 17:45 — ⛏ Fast Castle
26 950 12:48 16:54 31:56 ⛏ Fast Castle
23 846 13:44 30:03 — ⚔ Tower Rush
23 843 18:01 27:27 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,470 7,755 8,660 850 32,735 36,021
12,525 7,485 5,920 300 26,230 29,263
9,180 4,320 2,320 475 16,295 18,542
7,145 6,133 700 1,865 15,843 16,707
5,975 4,475 930 1,200 12,580 12,781
5,025 3,500 350 1,075 9,950 10,922
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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