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African Clearing

503888620Analyzed
3v3 RM · 2mo ago on Sep 2, 2026· 48m 22s· 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
🇳🇱 Burgundians · Netherlands
1335
+11
🇳🇱 Bohemians · Netherlands
1279
+13
🇳🇱 Franks · Netherlands
1193
+17
vs
🇦🇷 Burmese · Argentina
1236
-14
🇦🇷 Persians · Argentina
1214
-13
🇦🇷 Tatars · Argentina
1210
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 2,339 12:11 21:17 — ⚔ Scout Rush
38 1,819 12:32 21:44 42:32 ⚔ Scout Rush
36 1,732 11:53 21:37 43:38 ⚔ Scout Rush
34 1,651 14:16 18:14 — ⛏ Fast Castle
31 1,498 13:15 25:51 39:15 ⚔ Archer Rush
18 863 14:26 19:23 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,085 16,355 9,320 2,110 45,870 47,550
18,530 11,808 6,535 4,075 40,948 43,579
12,340 13,825 5,095 1,830 33,090 34,896
15,050 10,205 5,070 1,495 31,820 37,949
9,965 11,634 7,310 1,700 30,609 34,819
13,590 9,960 4,615 965 29,130 34,093
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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