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African Clearing

510679318Analyzed
3v3 RM · 2h ago on Oct 2, 2026· 52m 39s· 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
🇳🇿 Inca · New Zealand
1256
+19
🇺🇸 Mongols · United States
1229
+20
🇦🇺 Bohemians · Australia
1224
+20
1354
-22
🇨🇱 Mapuche · Chile
1305
-19
🇨🇱 Varangians · Chile
1268
-18
Player eAPM Actions Feudal Castle Imperial Opening
42 2,191 14:00 19:22 46:25 ⛏ Fast Castle
40 2,113 13:20 18:17 46:34 ⚔ Scout Rush
40 2,093 14:29 34:46 — ⚔ Scouts into Archers
30 1,600 14:13 28:04 48:54 ⚔ Champi Rush
28 1,464 12:04 23:59 — ⚔ M@A into Scouts into Archers
18 974 13:54 22:35 37:17 ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,535 18,754 9,695 2,355 53,339 59,789
16,755 20,983 10,100 3,835 51,673 55,622
20,135 9,782 6,280 650 36,847 49,419
10,165 9,167 2,840 1,960 24,132 30,048
11,615 6,804 2,710 1,900 23,029 25,497
8,310 5,870 4,765 950 19,895 21,291
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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