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African Clearing

513319673Analyzed
3v3 RM · 4d ago on Oct 13, 2026· 51m 47s· 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 · United States
892
+18
🇨🇱 Malians · Chile
873
+19
🇲🇽 Magyars · Mexico
861
+20
vs
🇧🇷 Magyars · Brazil
988
-21
🇧🇷 Slavs · Brazil
926
-18
906
-18
Player eAPM Actions Feudal Castle Imperial Opening
26 1,324 12:38 18:07 40:14 ⛏ Fast Castle
25 1,289 13:22 18:01 46:01 ⛏ Fast Castle
21 1,077 13:21 18:19 39:04 ⛏ Fast Castle
20 1,021 15:16 22:40 40:03 ⚔ Scout Rush
16 804 16:55 25:05 37:12 ⛏ Fast Castle
15 769 15:23 23:10 49:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,740 18,600 14,080 2,350 54,770 59,614
22,060 14,880 12,690 2,120 51,750 52,811
21,270 11,975 15,025 2,585 50,855 52,749
21,615 14,140 8,730 3,135 47,620 51,248
17,815 19,360 5,425 2,550 45,150 46,093
15,185 13,260 8,625 950 38,020 49,628
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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