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African Clearing

506288604Analyzed
3v3 RM · 20d ago on Sep 13, 2026· 47m 25s· 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
1594
+12
🇧🇷 Hindustanis · Brazil
1575
+13
🇧🇷 Wei · Brazil
1496
+16
1540
-15
🇦🇷 Berbers · Argentina
1528
-15
🇨🇴 Magyars · Colombia
1443
-11
Player eAPM Actions Feudal Castle Imperial Opening
46 2,204 12:29 24:28 — ⚔ Scout Rush
42 1,995 12:40 17:15 39:39 ⛏ Fast Castle
37 1,737 12:17 19:57 41:18 ⚔ Archer Rush
33 1,581 13:19 23:13 46:00 ⚔ Archer Rush
32 1,518 12:38 26:58 — ⚔ Scout Rush
27 1,275 12:45 30:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,885 18,176 10,570 2,425 47,056 53,722
13,050 14,875 8,815 3,660 40,400 47,812
19,135 8,776 8,020 1,450 37,381 37,974
10,425 11,024 4,780 1,865 28,094 29,964
11,860 5,219 2,470 1,905 21,454 23,849
8,015 8,590 1,010 2,030 19,645 21,606
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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