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African Clearing

510441826Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 49m 37s· 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
🇨🇦 Koreans · Canada
1013
+16
🇨🇦 Italians · Canada
1012
+16
🇨🇦 Spanish · Canada
993
+17
🇦🇷 Poles · Argentina
1065
-18
🇦🇷 Portuguese · Argentina
1045
-18
🇦🇷 Byzantines · Argentina
940
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 2,302 12:54 26:39 — ⚔ Scouts into Skirms
41 2,028 14:08 20:12 42:05 ⚔ Archer Rush
31 1,544 13:07 17:26 40:46 ⛏ Fast Castle
30 1,501 15:28 23:21 47:17 ⚔ Archer Rush
18 883 15:36 20:54 44:16 ⛏ Fast Castle
18 872 15:53 23:38 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
21,360 10,575 11,375 2,585 45,895 50,010
19,955 13,074 5,030 2,250 40,309 50,620
14,140 16,359 7,940 1,720 40,159 43,545
9,125 11,806 7,565 4,390 32,886 35,991
9,780 9,360 4,410 2,150 25,700 27,493
7,845 6,260 1,130 725 15,960 15,719
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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