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African Clearing

511758647Analyzed
3v3 RM · 12d ago on Oct 6, 2026· 34m 15s· 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
🇮🇳 Ethiopians · India
1033
+17
🇮🇳 Huns · India
996
+18
🇩🇪 Cumans · Germany
970
+19
vs
🇨🇳 Italians · China
1052
-18
🇨🇳 Persians · China
1038
-18
🇨🇳 Goths · China
1033
-18
Player eAPM Actions Feudal Castle Imperial Opening
31 1,079 12:53 28:50 — ⚔ Scout Rush
28 944 14:40 18:27 — ⛏ Fast Castle
27 923 13:53 21:14 — ⛏ Fast Castle
24 823 16:07 20:39 — ⛏ Fast Castle
24 812 14:23 21:10 — ⚔ Scout Rush
18 633 13:57 20:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,030 8,610 1,320 850 25,810 27,235
14,945 5,271 2,645 950 23,811 25,867
7,935 7,785 1,325 1,630 18,675 19,566
6,375 6,133 650 1,300 14,458 17,414
6,940 4,188 2,805 300 14,233 18,159
5,060 5,695 1,460 850 13,065 14,569
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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