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African Clearing

512123733Analyzed
3v3 RM · 7d ago on Oct 8, 2026· 61m 18s· 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
🇺🇸 Mongols · United States
1456
+14
🇲🇽 Maya · Mexico
1424
+15
🇲🇽 Goths · Mexico
1385
+17
vs
🇵🇪 Bengalis · Peru
1542
-20
🇨🇱 Maya · Chile
1431
-16
🇺🇾 Saracens · Uruguay
1257
-10
Player eAPM Actions Feudal Castle Imperial Opening
46 2,824 12:09 16:02 39:21 ⛏ Fast Castle
43 2,616 13:41 17:56 37:17 ⛏ Fast Castle
40 2,470 12:52 17:12 32:06 ⛏ Fast Castle
39 2,393 14:48 18:47 36:52 ⛏ Fast Castle
36 2,203 12:28 24:18 47:29 ⚔ Archer Rush
32 1,983 13:06 18:20 37:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,495 29,260 19,915 4,425 98,095 106,725
39,190 18,485 10,915 2,550 71,140 76,461
24,665 20,665 15,695 6,425 67,450 74,529
22,875 20,957 15,155 3,550 62,537 69,372
19,260 18,430 14,330 4,400 56,420 78,122
12,505 18,638 6,825 2,755 40,723 41,914
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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