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African Clearing

506805931Analyzed
3v3 RM · 17d ago on Sep 15, 2026· 50m 2s· 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
🇷🇺 Lithuanians · Russia
1028
+14
🇦🇺 Huns · Australia
1017
+15
🇳🇿 Malians · New Zealand
996
+16
🇫🇷 Huns · France
1054
-17
🇷🇺 Tatars · Russia
961
-36
🇲🇽 Khmer · Mexico
958
-14
Player eAPM Actions Feudal Castle Imperial Opening
26 1,288 13:22 18:16 43:31 ⛏ Fast Castle
21 1,057 13:41 20:31 43:06 ⚔ FC into Scouts
19 963 12:26 21:50 — ⛏ Fast Castle
14 725 14:55 20:07 36:41 ⛏ Fast Castle
14 701 16:57 24:45 48:18 ⚔ Scout Rush
12 603 13:25 19:59 36:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,250 7,225 15,560 750 45,785 47,636
23,005 10,370 9,045 1,800 44,220 47,666
16,765 10,810 4,305 2,010 33,890 36,464
15,430 8,231 6,925 2,735 33,321 42,567
8,445 6,753 2,410 300 17,908 21,255
8,495 4,768 1,405 1,800 16,468 16,275
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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