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African Clearing

504148707Analyzed
3v3 RM · 29d ago on Sep 4, 2026· 56m 49s· 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
🇲🇽 Magyars · Mexico
1461
+19
🇲🇽 Khmer · Mexico
1458
+19
🇲🇽 Huns · Mexico
1450
+20
🇺🇸 Japanese · United States
1587
-21
🇺🇸 Chinese · United States
1517
-19
🇺🇸 Mongols · United States
1500
-18
Player eAPM Actions Feudal Castle Imperial Opening
64 3,642 11:08 21:48 45:36 ⚔ Scout Rush
61 3,481 11:50 24:34 51:13 ⚔ Scout Rush
52 2,971 12:53 16:41 — ⛏ Fast Castle
48 2,704 11:47 25:55 — ⚔ Scout Rush
38 2,135 12:11 24:06 — ⚔ Scout Rush
31 1,752 14:16 18:48 54:05 ⚔ FC into Towers

Resources

Player Food Wood Gold Stone Spent Collected
20,995 18,160 5,515 3,300 47,970 55,812
18,245 12,250 10,225 1,490 42,210 42,745
8,780 16,679 11,890 1,385 38,734 40,148
11,030 13,520 10,525 2,980 38,055 41,990
11,660 10,044 1,665 2,975 26,344 26,107
7,700 10,676 4,725 3,100 26,201 26,914
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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