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African Clearing

505702971Analyzed
3v3 RM · 21d ago on Sep 10, 2026· 50m 36s· 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
🇺🇦 Inca · Ukraine
1332
+16
🇧🇾 Burgundians · Belarus
1323
+16
🇧🇾 Celts · Belarus
1314
+16
🇨🇱 Mongols · Chile
1376
-18
🇨🇱 Vietnamese · Chile
1318
-16
🇨🇱 Magyars · Chile
1276
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 2,655 13:06 18:15 37:00 ⛏ Fast Castle
47 2,375 13:52 21:51 42:46 ⚔ Scout Rush
44 2,209 14:10 29:57 — ⚔ M@A into Archers into Skirms
40 2,047 14:25 23:25 44:12 ⚔ M@A into Skirms
37 1,852 11:48 17:51 46:54 ⛏ Fast Castle
36 1,800 12:58 18:20 39:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,525 9,999 10,090 2,275 44,889 45,540
17,060 15,463 7,475 1,700 41,698 52,907
21,195 11,615 6,385 1,650 40,845 45,450
13,035 10,102 6,015 600 29,752 31,197
13,360 9,422 4,510 1,910 29,202 29,547
11,545 9,216 5,785 2,350 28,896 32,707
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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