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African Clearing

504328750Analyzed
3v3 RM · 28d ago on Sep 4, 2026· 61m 44s· 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
🇧🇷 Jurchens · Brazil
1381
+11
🇦🇺 Goths · Australia
1332
+13
🇬🇧 Turks · United Kingdom
1315
+13
🇮🇳 Wei · India
1274
-13
🇮🇳 Huns · India
1261
-12
🇮🇳 Slavs · India
1240
-12
Player eAPM Actions Feudal Castle Imperial Opening
48 2,981 12:19 28:42 49:06 ⚔ Archers into Scouts
41 2,517 12:05 23:58 41:05 ⚔ Scout Rush
37 2,315 13:36 23:00 40:01 ⚔ Skirmisher Rush
35 2,161 13:39 18:11 40:56 ⛏ Fast Castle
28 1,738 14:07 39:47 54:37 ⚔ Tower Rush
24 1,501 14:58 23:13 42:03 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
38,775 18,139 20,380 4,305 81,599 95,239
33,120 20,047 21,070 5,850 80,087 90,987
33,495 13,472 20,790 5,155 72,912 84,119
16,535 21,410 18,045 1,900 57,890 60,292
27,995 16,313 9,775 1,600 55,683 59,951
24,035 19,908 4,715 2,360 51,018 54,541
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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