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African Clearing

504750006Analyzed
3v3 RM · 24d ago on Sep 6, 2026· 42m 8s· 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
🇹🇼 Muisca · Taiwan
1345
+14
🇭🇰 Wei · Hong Kong SAR China
1286
+17
🇭🇰 Chinese · Hong Kong SAR China
1205
+20
🇦🇷 Bohemians · Argentina
1309
-17
🇳🇱 Vietnamese · Netherlands
1307
-17
🇳🇬 Cumans · Nigeria
1300
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 2,096 13:25 26:43 — ⚔ Scout Rush
41 1,734 13:35 17:34 35:31 ⛏ Fast Castle
34 1,431 12:21 16:09 — ⛏ Fast Castle
28 1,196 13:52 17:56 — ⛏ Fast Castle
27 1,126 13:45 18:19 34:20 ⛏ Fast Castle
16 676 15:50 20:23 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,365 13,648 18,220 2,250 60,483 61,681
15,395 16,300 11,755 1,050 44,500 50,809
6,370 10,270 7,420 955 25,015 24,409
7,975 10,297 3,270 3,305 24,847 26,672
6,095 10,405 7,265 850 24,615 25,531
7,115 7,539 1,300 725 16,679 16,469
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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