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African Clearing

510793633Analyzed
3v3 RM · 9h ago on Oct 2, 2026· 78m 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
🇨🇦 Cumans · Canada
1170
+17
🇧🇷 Wei · Brazil
1164
+17
🇺🇸 Romans · United States
1113
+19
🇬🇧 Gurjaras · United Kingdom
1230
-20
🇬🇧 Persians · United Kingdom
1218
-19
🇩🇪 Cumans · Germany
1097
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 2,756 11:59 16:43 36:03 ⛏ Fast Castle
33 2,563 13:04 24:44 39:18 ⚔ Scout Rush
30 2,333 12:48 21:57 60:07 ⛏ Fast Castle
29 2,317 13:53 31:46 44:37
28 2,212 14:11 24:06 37:12 ⛏ Fish Boom FC
18 1,437 16:27 29:18 40:25 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
58,920 28,881 33,995 3,100 124,896 156,031
63,970 26,556 30,335 3,900 124,761 143,706
47,770 15,633 32,530 4,305 100,238 122,054
30,605 38,135 17,825 3,830 90,395 91,513
43,635 25,320 13,755 3,800 86,510 90,703
31,740 14,250 8,650 850 55,490 68,233
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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