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African Clearing

510388228Analyzed
3v3 RM · 20h ago on Sep 30, 2026· 43m 43s· 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
🇬🇧 Cumans · United Kingdom
1106
+15
🇪🇸 Gurjaras · Spain
1105
+15
🇪🇸 Poles · Spain
1105
+15
🇺🇸 Saracens · United States
1117
-16
🇪🇸 Mapuche · Spain
1091
-15
🇵🇪 Spanish · Peru
1064
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 1,948 14:39 23:11 — ⛏ Fast Castle
37 1,618 13:29 22:15 36:41 ⚔ Archer Rush
36 1,595 12:44 21:10 36:34 ⛏ Fast Castle
19 820 14:39 21:16 35:25 ⛏ Fast Castle
19 835 13:53 22:34 40:00 ⛏ Fast Castle
15 653 15:05 23:42 37:41 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,540 8,715 7,235 1,250 35,740 41,392
15,210 10,365 6,075 1,800 33,450 38,988
15,895 7,030 5,310 1,715 29,950 33,062
12,000 8,875 5,170 1,800 27,845 29,234
8,365 7,065 2,160 1,050 18,640 20,999
8,280 7,613 1,200 1,455 18,548 18,463
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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