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African Clearing

504555363Analyzed
3v3 RM · 25d ago on Sep 5, 2026· 70m 29s· 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
🇦🇷 Mongols · Argentina
997
+12
🇦🇷 Vietnamese · Argentina
923
+15
🇦🇷 Magyars · Argentina
764
+22
🇵🇱 Bengalis · Poland
928
-17
🇬🇧 Japanese · United Kingdom
908
-17
🇲🇽 Sicilians · Mexico
860
-15
Player eAPM Actions Feudal Castle Imperial Opening
27 1,938 12:28 18:07 35:28 ⚔ FC into Scouts
20 1,401 15:44 27:33 39:15 ⚔ Skirmisher Rush
19 1,341 12:58 21:25 36:50
18 1,267 14:42 19:15 41:42 ⛏ Fast Castle
14 993 14:23 21:42 41:37 ⚔ FC into Scouts
13 909 21:05 38:00 — ⚔ Drush into Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
55,100 41,731 20,565 4,450 121,846 133,274
28,385 30,155 22,355 3,550 84,445 106,361
29,740 19,440 27,110 2,150 78,440 78,869
26,155 25,019 8,810 3,480 63,464 71,953
21,530 24,275 9,850 1,600 57,255 75,100
15,740 13,210 2,070 4,785 35,805 41,195
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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