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African Clearing

510613260Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 22m 25s· 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
🇩🇪 Hindustanis · Germany
1557
+10
🇩🇪 Koreans · Germany
1491
+12
🇩🇪 Portuguese · Germany
1475
+12
🇦🇷 Chinese · Argentina
1414
-12
🇺🇸 Byzantines · United States
1406
-11
🇬🇧 Magyars · United Kingdom
1395
-11
Player eAPM Actions Feudal Castle Imperial Opening
55 1,224 11:19 — — ⚔ Scout Rush
41 910 11:59 — — ⚔ Archer Rush
36 809 13:07 — — ⚔ Scout Rush
28 636 13:00 16:44 — ⛏ Fast Castle
26 574 11:54 — — ⚔ Scout Rush
25 555 12:34 16:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,650 3,708 1,180 650 9,188 9,562
5,350 2,561 350 0 8,261 8,866
3,810 2,287 975 100 7,172 7,580
4,435 2,545 50 130 7,160 7,958
3,540 2,073 1,025 200 6,838 7,400
3,700 2,178 250 225 6,353 7,440
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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