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African Clearing

510428563Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 46m 42s· 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
🇵🇪 Cumans · Peru
1260
+13
🇲🇽 Magyars · Mexico
1214
+15
🇲🇽 Wei · Mexico
1066
+22
🇧🇷 Armenians · Brazil
1215
-18
🇲🇽 Malay · Mexico
1190
-16
🇨🇭 Teutons · Switzerland
1187
-16
Player eAPM Actions Feudal Castle Imperial Opening
41 1,921 12:45 21:19 39:54 ⚔ Scout Rush
40 1,854 12:54 21:20 40:45 ⚔ Scout Rush
30 1,417 12:29 30:15 45:11 ⚔ Tower Rush
26 1,213 14:37 20:11 42:43 ⛏ Fish Boom FC
17 807 13:17 28:44 44:10 ⚔ Drush
14 639 12:31 24:27 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,085 10,245 10,185 2,290 48,805 51,214
14,485 12,948 7,875 2,450 37,758 38,569
15,305 13,384 3,595 2,350 34,634 37,334
14,195 8,812 4,015 2,415 29,437 32,894
10,350 6,950 2,730 1,525 21,555 24,964
11,035 6,085 1,900 400 19,420 19,873
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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