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African Clearing

506105322Analyzed
3v3 RM · 19d ago on Sep 12, 2026· 45m 30s· 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
🇨🇳 Japanese · China
1197
+13
🇨🇳 Vietnamese · China
1147
+15
🇻🇳 Maya · Vietnam
1084
+19
🇺🇸 Hindustanis · United States
1160
-17
🇧🇷 Japanese · Brazil
1148
-16
🇨🇳 Mongols · China
1095
-14
Player eAPM Actions Feudal Castle Imperial Opening
37 1,688 13:39 17:07 34:32 ⛏ Fast Castle
25 1,155 12:52 18:51 40:08 ⛏ Fast Castle
23 1,054 13:10 18:59 37:16 ⛏ Fast Castle
21 973 14:48 24:13 40:09 ⚔ Scout Rush
20 910 14:37 22:52 35:00 ⛏ Fast Castle
19 861 11:59 17:05 41:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,355 14,950 11,805 2,835 52,945 62,868
19,590 12,935 9,255 2,410 44,190 53,717
16,145 13,835 7,015 1,700 38,695 47,623
16,570 7,191 9,805 1,050 34,616 38,163
11,560 10,110 3,910 1,300 26,880 34,921
9,545 9,120 5,000 2,475 26,140 27,767
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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