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African Clearing

506632893Analyzed
3v3 RM · 19d ago on Sep 14, 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
🇮🇹 Goths · Italy
1974
+2
1954
+4
1895
+3
🇧🇷 Huns · Brazil
1551
-3
🇧🇷 Ethiopians · Brazil
1525
-3
🇧🇷 Magyars · Brazil
1519
-3
Player eAPM Actions Feudal Castle Imperial Opening
76 3,302 12:59 16:38 37:53 ⛏ Fast Castle
54 2,343 12:03 24:36 — ⚔ Scout Rush
49 2,129 12:16 21:00 39:59 ⚔ Scout Rush
42 1,849 12:04 25:27 — ⚔ Scout Rush
41 1,797 11:31 25:04 — ⚔ Archer Rush
31 1,362 13:35 17:42 41:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,585 15,131 9,110 1,855 46,681 48,892
15,500 18,357 11,585 1,165 46,607 48,076
12,135 12,572 6,930 1,700 33,337 32,835
16,735 9,627 4,725 1,550 32,637 33,700
15,470 8,650 6,125 2,050 32,295 33,173
10,010 11,232 6,165 1,255 28,662 33,020
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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