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African Clearing

512891290Analyzed
3v3 RM · 4d ago on Oct 11, 2026· 40m 7s· 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
🇨🇳 Persians · China
1281
+15
🇨🇳 Huns · China
1281
+15
🇭🇰 Vietnamese · Hong Kong SAR China
1252
+17
vs
🇪🇸 Japanese · Spain
1308
-17
🇹🇼 Georgians · Taiwan
1272
-16
🇷🇺 Vikings · Russia
1216
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 1,942 12:23 15:38 32:19 ⛏ Fast Castle
40 1,594 12:49 22:26 — ⚔ Scout Rush
35 1,407 13:03 17:29 34:23 ⛏ Fast Castle
33 1,315 13:17 17:23 34:39 ⛏ Fast Castle
26 1,051 12:04 22:23 — ⚔ FC into Archers
24 966 12:59 21:24 36:59 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
27,025 11,196 16,430 1,080 55,731 62,920
14,985 12,975 5,130 2,380 35,470 42,771
10,495 13,948 6,975 1,295 32,713 33,719
15,495 8,802 4,530 2,105 30,932 34,380
10,035 8,453 5,565 1,700 25,753 28,207
8,425 8,629 4,135 1,105 22,294 26,946
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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