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African Clearing

504994090Analyzed
3v3 RM · 23d ago on Sep 7, 2026· 30m 35s· 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
🇹🇼 Wei · Taiwan
1338
+10
🇭🇰 Vietnamese · Hong Kong SAR China
1317
+11
🇭🇰 Teutons · Hong Kong SAR China
1243
+13
🇦🇺 Mongols · Australia
1214
-12
🇬🇧 Mapuche · United Kingdom
1195
-11
🇧🇪 Italians · Belgium
1195
-11
Player eAPM Actions Feudal Castle Imperial Opening
40 1,224 12:37 19:47 — ⚔ Scout Rush
40 1,232 13:33 17:29 — ⛏ Fast Castle
28 846 13:52 17:54 — ⛏ Fast Castle
23 699 15:43 — — ⚔ Archers into Towers
17 526 14:29 26:51 — ⚔ Skirmisher Rush
15 456 15:52 21:43 —

Resources

Player Food Wood Gold Stone Spent Collected
6,800 6,763 2,485 1,050 17,098 17,665
9,085 3,480 3,725 300 16,590 16,208
6,875 6,213 2,285 950 16,323 17,116
8,100 3,350 3,710 980 16,140 15,487
5,600 4,202 1,190 405 11,397 11,815
4,960 3,674 500 260 9,394 9,398
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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