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African Clearing

506474934Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 66m 20s· 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
🇩🇰 Malians · Denmark
1089
+16
🇧🇷 Mongols · Brazil
1044
+18
🇷🇺 Vietnamese · Russia
1034
+18
🇧🇪 Persians · Belgium
1221
-22
🇧🇪 Mongols · Belgium
1090
-18
🇧🇪 Franks · Belgium
951
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 2,968 13:57 18:17 42:52 ⚔ Scouts FC
35 2,354 15:36 24:09 47:34 ⚔ M@A FC
26 1,747 15:12 22:39 — ⛏ Fast Castle
25 1,686 13:29 23:16 52:24 ⚔ Scout Rush
23 1,559 13:38 25:10 56:19
19 1,241 15:25 20:54 45:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,810 18,745 10,955 4,185 71,695 74,531
34,800 17,743 13,220 4,300 70,063 88,761
14,550 17,300 15,395 2,840 50,085 58,573
15,700 18,889 13,215 1,215 49,019 48,783
18,880 20,316 3,725 700 43,621 45,727
10,560 13,555 10,675 500 35,290 48,737
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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