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African Clearing

506107713Analyzed
3v3 RM · 20d ago on Sep 12, 2026· 48m 21s· 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
🇦🇺 Wei · Australia
1327
+7
🇬🇧 Mongols · United Kingdom
1260
+10
🇨🇳 Spanish · China
1096
+15
🇧🇷 Teutons · Brazil
1147
-12
🇮🇹 Mongols · Italy
1099
-10
🇫🇮 Ethiopians · Finland
1083
-10
Player eAPM Actions Feudal Castle Imperial Opening
31 1,487 13:21 17:11 37:54 ⛏ Fast Castle
31 1,484 14:23 30:40 —
27 1,325 15:23 26:18 42:11 ⚔ Archer Rush
23 1,124 14:22 18:40 — ⛏ Fast Castle
21 1,030 12:50 26:48 45:04 ⚔ Scout Rush
13 621 13:18 23:25 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,705 11,530 6,895 850 43,980 47,406
12,125 11,407 7,635 3,450 34,617 41,914
15,550 11,163 5,425 2,415 34,553 38,679
13,145 13,232 2,905 1,155 30,437 34,549
11,445 10,663 6,635 850 29,593 35,070
6,340 6,335 2,590 1,175 16,440 17,635
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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