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African Clearing

511455451Analyzed
3v3 RM · 11d ago on Oct 5, 2026· 47m 40s· 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 · United States
1067
+20
🇨🇦 Maya · Canada
1036
+21
🇺🇸 Koreans · United States
1021
+21
vs
🇺🇸 Turks · United States
1178
-22
🇺🇸 Spanish · United States
1129
-20
🇺🇸 Danes · United States
1121
-20
Player eAPM Actions Feudal Castle Imperial Opening
40 1,892 15:28 20:07 44:28 ⛏ Fast Castle
26 1,217 13:08 25:45 41:38 ⚔ M@A into Archers
23 1,074 15:05 30:11 — ⚔ Scout Rush
21 998 14:20 18:02 — ⛏ Fast Castle
20 944 14:59 20:09 45:13 ⛏ Fast Castle
8 396 14:10 29:16 46:19 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,640 13,966 6,465 970 33,041 37,558
12,730 9,930 7,535 2,520 32,715 36,391
13,335 12,030 4,545 1,805 31,715 32,097
7,500 7,910 2,930 2,005 20,345 22,450
8,000 6,192 1,630 3,930 19,752 25,374
6,095 4,445 910 425 11,875 14,235
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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