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African Clearing

510435056Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 51m 9s· 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
🇨🇦 Slavs · Canada
998
+15
🇨🇦 Saracens · Canada
997
+15
🇨🇦 Varangians · Canada
977
+16
🇨🇴 Spanish · Colombia
1015
-16
🇨🇦 Khmer · Canada
985
-16
🇨🇦 Danes · Canada
931
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 2,333 13:48 19:14 35:49 ⚔ FC into Scouts
36 1,826 16:15 21:23 41:55 ⛏ Fast Castle
30 1,543 15:58 22:14 39:54 ⚔ Scout Rush
16 798 15:55 25:23 42:21 ⚔ FC into Skirms
13 645 13:01 18:57 38:45 ⛏ Fast Castle
12 614 15:03 23:14 40:49 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,470 17,993 7,200 1,855 48,518 52,000
21,465 12,160 10,160 3,100 46,885 53,443
18,560 14,680 9,810 3,810 46,860 51,340
21,995 12,892 7,790 1,410 44,087 50,024
20,075 13,771 6,915 2,480 43,241 48,360
18,275 14,785 6,010 1,700 40,770 47,529
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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