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African Clearing

506649905Analyzed
3v3 RM · 19d ago on Sep 14, 2026· 28m 53s· 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
🇪🇨 Vietnamese · Ecuador
1278
+18
🇬🇧 Magyars · United Kingdom
1264
+18
🇦🇷 Muisca · Argentina
1248
+19
🇭🇰 Shu · Hong Kong SAR China
1324
-19
🇭🇰 Mongols · Hong Kong SAR China
1324
-19
🇭🇰 Spanish · Hong Kong SAR China
1289
-17
Player eAPM Actions Feudal Castle Imperial Opening
46 1,324 13:31 17:12 — ⛏ Fast Castle
39 1,123 15:39 19:54 — ⛏ Fast Castle
35 1,009 12:34 21:31 — ⚔ Scout Rush
33 959 13:02 20:58 — ⛏ Fast Castle
28 803 11:56 26:29 — ⚔ Scouts into Archers
25 733 14:27 18:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,195 5,127 1,840 950 15,112 15,163
5,350 5,050 1,065 955 12,420 12,979
5,575 4,473 1,635 200 11,883 12,349
5,085 4,280 1,040 225 10,630 11,006
4,900 2,700 575 970 9,145 9,347
4,590 2,826 670 850 8,936 9,811
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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