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African Clearing

510666573Analyzed
3v3 RM · 2d ago on Oct 2, 2026· 66m 20s· 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
🇺🇸 Teutons · United States
937
+15
🇺🇸 Vikings · United States
916
+15
🇺🇸 Ethiopians · United States
915
+15
🇺🇸 Danes · United States
934
-16
🇺🇸 Spanish · United States
931
-16
🇺🇸 Sicilians · United States
860
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 3,315 16:32 26:58 42:40 ⚔ Archers into Towers
38 2,529 15:17 28:22 64:18
37 2,451 17:31 24:10 44:40 ⚔ Scout Rush
36 2,418 13:50 36:19 — ⚔ Towers FC
33 2,169 15:38 29:56 61:42 ⚔ M@A into Archers into Skirms
24 1,588 15:14 23:04 40:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,620 18,989 11,400 3,830 54,839 70,429
16,520 14,841 12,810 5,700 49,871 53,945
21,300 12,725 10,100 1,800 45,925 54,041
17,355 14,396 4,395 1,150 37,296 43,750
14,130 9,625 4,945 2,450 31,150 34,369
14,510 9,111 2,745 1,250 27,616 42,891
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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