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African Clearing

504801276Analyzed
3v3 RM · 25d ago on Sep 6, 2026· 20m 26s· 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
🇹🇼 Huns · Taiwan
1298
+14
🇹🇼 Hindustanis · Taiwan
1298
+14
🇹🇼 Mongols · Taiwan
1297
+14
🇨🇴 Persians · Colombia
1261
-14
🇧🇷 Malay · Brazil
1260
-14
🇮🇩 Hindustanis · Indonesia
1258
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 1,009 12:07 — — ⚔ Scout Rush
38 775 12:06 — — ⚔ Scouts into Towers
30 607 11:52 — — ⚔ Scout Rush
27 542 12:53 17:11 — ⛏ Fast Castle
23 468 13:34 — — ⚔ Scout Rush
14 285 16:43 — —

Resources

Player Food Wood Gold Stone Spent Collected
5,975 2,119 250 100 8,444 8,207
3,805 2,942 100 725 7,572 6,851
3,575 2,459 560 750 7,344 7,226
3,765 2,300 150 225 6,440 7,093
3,475 2,310 50 100 5,935 5,864
2,000 1,738 50 225 4,013 4,643
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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