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African Clearing

510451649Analyzed
3v3 RM · 9h ago on Oct 1, 2026· 54m 28s· 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 · Chile
1071
+14
🇨🇱 Mongols · Chile
1021
+16
🇦🇷 Varangians · Argentina
1007
+16
🇦🇷 Japanese · Argentina
1059
-17
🇦🇷 Ethiopians · Argentina
1028
-16
🇦🇷 Goths · Argentina
966
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 2,686 14:53 26:24 46:22 ⚔ Skirmisher Rush
45 2,478 13:56 18:17 41:40 ⚔ FC into Scouts
38 2,049 14:43 20:30 48:00 ⚔ FC into Skirms
35 1,895 15:30 31:52 49:10 ⚔ Archers into Skirms
33 1,783 13:27 23:16 39:15 ⚔ Archers into Skirms
26 1,442 13:57 32:21 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,170 19,195 2,880 2,250 44,495 45,674
19,265 9,225 12,155 2,745 43,390 45,381
13,850 17,765 8,350 1,080 41,045 51,431
11,275 13,093 5,755 2,935 33,058 43,336
8,825 10,120 6,375 1,205 26,525 29,624
11,950 10,027 2,410 1,285 25,672 30,154
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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