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African Clearing

505093628Analyzed
3v3 RM · 23d ago on Sep 7, 2026· 30m 31s· 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 · United Kingdom
1377
+14
🇬🇧 Hindustanis · United Kingdom
1375
+14
🇧🇷 Magyars · Brazil
1373
+14
🇹🇷 Berbers · Türkiye
1384
-16
🇹🇷 Mongols · Türkiye
1307
-13
🇹🇷 Vietnamese · Türkiye
1303
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 1,334 12:13 23:17 — ⚔ Scout Rush
37 1,141 14:05 20:36 — ⛏ Fast Castle
31 936 11:39 27:10 — ⚔ Towers FC
30 915 12:20 24:02 — ⚔ Scout Rush
27 820 12:51 — — ⚔ M@A into Towers
24 742 13:07 20:02 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,535 3,927 3,040 300 13,802 13,743
7,030 4,116 1,715 300 13,161 13,438
5,770 4,308 1,020 1,175 12,273 12,237
4,500 3,552 485 1,130 9,667 10,734
4,575 2,481 1,120 850 9,026 8,663
3,600 2,048 300 1,435 7,383 7,559
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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