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African Clearing

506932936Analyzed
3v3 RM · 18d ago on Sep 15, 2026· 47m 12s· 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
🇺🇸 Armenians · United States
1308
+14
🇩🇪 Gurjaras · Germany
1244
+17
🇺🇸 Chinese · United States
1202
+20
🇦🇷 Bulgarians · Argentina
1287
-18
🇦🇷 Hindustanis · Argentina
1286
-18
🇦🇷 Wu · Argentina
1232
-15
Player eAPM Actions Feudal Castle Imperial Opening
59 2,797 15:10 22:46 41:52 ⛏ Fish Boom FC
32 1,534 12:37 23:06 41:23
31 1,464 13:41 17:24 36:18 ⛏ Fast Castle
25 1,166 13:00 17:42 — ⛏ Fast Castle
21 985 14:18 20:55 35:32 ⚔ Scouts FC
20 928 12:42 20:14 44:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,165 15,006 13,060 3,835 57,066 58,157
25,220 17,823 10,330 1,605 54,978 58,990
19,740 13,055 9,335 3,745 45,875 55,172
14,040 13,375 8,385 2,870 38,670 41,645
12,100 9,792 6,975 1,835 30,702 31,360
8,855 9,185 3,200 980 22,220 24,387
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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