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African Clearing

511458695Analyzed
3v3 RM · 12d ago on Oct 5, 2026· 52m 40s· 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
🇨🇦 Lithuanians · Canada
1357
+15
🇨🇦 Khmer · Canada
1320
+16
🇲🇽 Mongols · Mexico
1298
+17
vs
🇨🇱 Spanish · Chile
1336
-16
🇨🇱 Huns · Chile
1331
-16
🇨🇱 Ethiopians · Chile
1316
-16
Player eAPM Actions Feudal Castle Imperial Opening
66 3,454 13:39 18:07 43:28 ⛏ Fast Castle
54 2,830 12:36 15:36 39:35 ⛏ Fast Castle
54 2,866 12:40 20:54 42:49 ⚔ Scout Rush
51 2,698 12:20 23:37 50:29 ⚔ Towers FC
44 2,334 12:26 27:30 46:08 ⚔ Archer Rush
27 1,428 11:46 17:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,850 18,255 20,400 1,150 72,655 79,655
28,300 14,844 9,225 3,850 56,219 57,505
15,405 16,405 14,055 2,550 48,415 49,543
20,685 12,179 6,695 4,710 44,269 55,792
13,980 13,390 7,650 1,800 36,820 38,482
11,775 17,927 3,480 2,410 35,592 39,162
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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