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African Clearing

505497740Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 48m 21s· 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
🇺🇦 Celts · Ukraine
1338
+14
🇧🇾 Bulgarians · Belarus
1328
+14
🇧🇾 Aztecs · Belarus
1317
+15
🇹🇷 Japanese · Türkiye
1296
-15
🇹🇷 Huns · Türkiye
1293
-14
🇹🇷 Spanish · Türkiye
1272
-14
Player eAPM Actions Feudal Castle Imperial Opening
54 2,624 12:15 21:44 — ⚔ Scout Rush
47 2,282 12:32 24:30 41:44 ⚔ M@A into Archers
37 1,768 12:34 24:48 — ⚔ M@A Rush
33 1,588 14:10 19:49 — ⛏ Fast Castle
29 1,402 11:14 18:14 39:38 ⚔ FC into Scouts
27 1,288 14:58 19:09 40:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,260 12,884 9,565 1,550 42,259 50,968
16,400 8,841 7,030 1,600 33,871 44,144
11,670 10,703 4,835 1,690 28,898 29,811
12,355 10,866 4,040 1,340 28,601 33,090
10,165 8,862 5,880 1,750 26,657 28,164
8,655 5,696 1,400 1,935 17,686 17,404
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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