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African Clearing

512548848Analyzed
3v3 RM · 10d ago on Oct 10, 2026· 41m 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
🇺🇸 Ethiopians · United States
1513
+10
🇺🇸 Maya · United States
1481
+11
🇺🇸 Franks · United States
1454
+12
vs
🇮🇹 Britons · Italy
1425
-13
🇦🇷 Spanish · Argentina
1377
-11
🇺🇸 Bohemians · United States
1315
-9
Player eAPM Actions Feudal Castle Imperial Opening
55 2,284 11:37 21:51 36:14 ⚔ Scout Rush
41 1,690 13:11 16:42 36:06 ⛏ Fast Castle
37 1,557 13:18 17:26 — ⛏ Fast Castle
35 1,444 12:03 21:16 41:01 ⚔ Archer Rush
29 1,189 13:57 18:13 40:22 ⛏ Fast Castle
27 1,137 14:09 17:57 36:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,995 12,878 8,705 3,235 45,813 48,161
17,205 15,243 6,395 2,100 40,943 43,527
14,240 8,070 5,620 1,800 29,730 37,432
8,570 8,181 4,290 3,165 24,206 24,878
11,625 9,643 685 1,380 23,333 25,590
7,725 7,750 3,390 1,600 20,465 20,379
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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