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African Clearing

510510835Analyzed
3v3 RM · 15h ago on Oct 1, 2026· 54m 19s· 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
🇫🇷 Maya · France
1579
+6
🇫🇷 Persians · France
1513
+8
🇫🇷 Berbers · France
1468
+9
🇨🇳 Spanish · China
1374
-9
🇦🇺 Japanese · Australia
1354
-8
🇳🇴 Gurjaras · Norway
1242
-6
Player eAPM Actions Feudal Castle Imperial Opening
54 2,920 12:58 17:20 41:55 ⛏ Fast Castle
33 1,787 11:50 15:50 32:58 ⛏ Fast Castle
32 1,716 13:04 16:41 39:13 ⛏ Fast Castle
29 1,598 13:23 18:43 36:34 ⚔ Scout Rush
26 1,409 15:28 23:12 — ⛏ Fish Boom
22 1,208 13:40 19:29 44:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,775 20,280 11,010 11,555 64,620 92,905
28,260 18,879 11,825 1,750 60,714 63,208
13,175 19,895 15,905 4,200 53,175 55,746
23,370 11,990 15,950 950 52,260 55,710
12,505 9,720 6,640 1,785 30,650 32,866
10,165 13,195 1,605 1,280 26,245 28,933
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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