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African Clearing

506189113Analyzed
3v3 RM · 19d ago on Sep 12, 2026· 44m 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
🇨🇳 Vikings · China
1418
+13
🇨🇳 Slavs · China
1387
+15
🇨🇳 Maya · China
1342
+17
🇺🇦 Turks · Ukraine
1360
-15
🇧🇾 Goths · Belarus
1359
-15
🇧🇾 Sicilians · Belarus
1352
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 1,916 14:18 19:53 38:07 ⚔ Scouts FC
34 1,517 14:04 17:40 36:30 ⛏ Fast Castle
34 1,515 13:44 17:54 — ⛏ Fast Castle
33 1,465 13:37 20:42 41:45
24 1,075 13:58 18:59 — ⛏ Fast Castle
21 945 14:56 18:38 38:24 ⚔ Fish Boom FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
18,085 12,723 11,960 1,800 44,568 50,222
17,115 12,115 7,735 4,920 41,885 44,036
15,645 8,692 3,495 2,510 30,342 32,051
12,955 12,556 3,290 1,250 30,051 31,670
10,780 7,209 3,655 3,200 24,844 28,794
9,535 7,471 2,010 1,375 20,391 21,658
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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