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African Clearing

505679062Analyzed
3v3 RM · 23d ago on Sep 10, 2026· 46m 31s· 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
🇧🇷 Huns · Brazil
1543
+15
🇧🇷 Magyars · Brazil
1513
+16
🇧🇷 Berbers · Brazil
1511
+16
🇯🇵 Spanish · Japan
1776
-26
🇷🇺 Slavs · Russia
1452
-13
🇯🇵 Persians · Japan
1305
-8
Player eAPM Actions Feudal Castle Imperial Opening
56 2,592 13:17 17:25 44:51 ⛏ Fast Castle
48 2,219 12:57 22:30 45:11 ⚔ Scout Rush
36 1,667 13:40 19:20 41:19 ⛏ Fast Castle
32 1,476 13:11 24:59 44:05
27 1,273 12:05 24:18 41:16 ⚔ Scout Rush
26 1,203 12:33 32:34 — ⚔ Scouts into Towers

Resources

Player Food Wood Gold Stone Spent Collected
16,180 20,783 12,325 1,250 50,538 58,910
23,075 9,604 11,775 1,400 45,854 45,941
18,845 13,235 6,205 2,100 40,385 52,144
18,760 9,406 7,030 2,900 38,096 38,788
13,115 13,147 7,450 2,550 36,262 42,179
10,345 8,161 1,900 1,625 22,031 25,463
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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