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African Clearing

510717829Analyzed
3v3 RM · 24h ago on Oct 2, 2026· 56m 51s· 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
🇨🇳 Franks · China
1175
+8
1131
+10
🇦🇺 Japanese · Australia
1100
+11
🇪🇸 Persians · Spain
1083
-13
🇪🇸 Saracens · Spain
1008
-10
🇪🇸 Huns · Spain
881
-6
Player eAPM Actions Feudal Castle Imperial Opening
30 1,690 15:07 19:18 38:30 ⛏ Fast Castle
28 1,614 16:39 22:08 — ⛏ Fast Castle
27 1,543 16:01 20:43 39:11 ⚔ Scouts FC
26 1,480 13:05 16:40 36:24 ⛏ Fast Castle
18 1,007 13:07 19:39 41:16
13 754 17:01 22:53 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,825 22,440 12,185 6,625 65,075 86,983
30,580 19,104 7,080 1,950 58,714 71,668
22,710 14,137 11,895 2,990 51,732 52,873
14,890 14,135 12,200 950 42,175 48,172
17,475 5,600 10,900 1,730 35,705 47,076
9,375 8,232 4,680 1,050 23,337 24,707
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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