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African Clearing

506901163Analyzed
3v3 RM · 18d ago on Sep 15, 2026· 48m 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
🇪🇸 Dravidians · Spain
1379
+14
🇦🇷 Mongols · Argentina
1336
+16
🇪🇸 Magyars · Spain
1313
+17
🇺🇸 Magyars · United States
1343
-16
🇪🇸 Mongols · Spain
1332
-16
🇺🇸 Berbers · United States
1321
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 2,831 12:29 21:45 — ⚔ Fish Boom into Scouts
46 2,214 14:30 18:14 40:38 ⛏ Fast Castle
33 1,617 12:27 33:50 — ⚔ Scout Rush
29 1,402 13:46 17:53 40:48 ⛏ Fast Castle
27 1,332 13:23 18:02 43:26 ⛏ Fast Castle
23 1,126 14:58 24:13 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,215 17,341 16,060 2,105 60,721 66,366
11,625 14,230 8,605 3,100 37,560 39,317
12,995 11,780 9,810 2,150 36,735 40,537
14,515 13,696 3,650 2,540 34,401 36,562
13,290 10,205 2,775 1,300 27,570 27,912
7,370 10,805 5,545 1,720 25,440 27,004
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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