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African Clearing

504846026Analyzed
3v3 RM · 25d ago on Sep 6, 2026· 48m 48s· 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
🇪🇸 Koreans · Spain
1138
+15
🇨🇴 Bulgarians · Colombia
1122
+15
🇺🇸 Hindustanis · United States
1066
+18
🇲🇽 Britons · Mexico
1147
-18
🇲🇽 Byzantines · Mexico
1123
-17
🇺🇸 Jurchens · United States
1041
-13
Player eAPM Actions Feudal Castle Imperial Opening
34 1,641 13:09 23:30 42:00 ⚔ Archer Rush
29 1,436 12:35 23:05 38:17 ⚔ Drush FC
24 1,175 14:46 23:43 44:20 ⛏ Fast Castle
22 1,062 13:18 25:09 45:13 ⚔ Towers FC
20 974 14:10 26:50 — ⚔ Archers into Towers
16 771 14:39 31:00 46:59 ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,750 6,735 9,875 2,425 37,785 40,405
9,175 15,225 6,930 2,950 34,280 39,049
13,005 11,539 4,610 1,575 30,729 31,803
11,735 9,865 5,445 2,250 29,295 31,081
10,550 5,435 3,450 2,990 22,425 23,999
6,740 5,401 2,005 460 14,606 14,136
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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