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African Clearing

505365921Analyzed
3v3 RM · 23d ago on Sep 9, 2026· 33m 3s· 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
🇨🇱 Jurchens · Chile
1429
+13
🇨🇱 Persians · Chile
1420
+13
🇨🇱 Saracens · Chile
1353
+16
🇨🇱 Saracens · Chile
1422
-16
1384
-15
🇨🇱 Vietnamese · Chile
1278
-11
Player eAPM Actions Feudal Castle Imperial Opening
55 1,821 12:35 25:38 — ⚔ Scout Rush
50 1,648 12:01 26:40 — ⚔ Scout Rush
47 1,567 12:42 22:27 — ⚔ Scout Rush
39 1,281 13:00 26:58 — ⚔ Scout Rush
36 1,204 12:36 27:39 — ⚔ Scout Rush
27 891 13:39 22:54 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,255 4,676 2,035 1,700 15,666 16,576
8,030 4,955 1,985 300 15,270 14,877
6,920 4,485 1,640 200 13,245 13,759
6,970 4,593 1,285 200 13,048 12,435
5,545 4,551 1,265 950 12,311 12,302
5,235 4,408 1,030 500 11,173 12,141
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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