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African Clearing

510827041Analyzed
3v3 RM · 6h ago on Oct 2, 2026· 51m 25s· 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
🇹🇷 Varangians · Türkiye
1442
+13
🇹🇷 Wu · Türkiye
1405
+15
🇹🇷 Hindustanis · Türkiye
1404
+15
🇦🇹 Wei · Austria
1506
-19
🇦🇹 Varangians · Austria
1337
-13
🇦🇹 Cumans · Austria
1295
-11
Player eAPM Actions Feudal Castle Imperial Opening
45 2,324 12:43 18:14 37:55 ⚔ Archers FC
40 2,066 12:06 22:46 39:13 ⚔ Scout Rush
38 1,973 13:23 17:52 35:02 ⛏ Fast Castle
31 1,609 13:28 17:25 37:05 ⛏ Fast Castle
31 1,581 12:05 24:54 40:35
22 1,128 13:06 17:41 35:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,565 15,337 14,125 3,750 57,777 60,076
26,045 14,832 11,650 5,150 57,677 64,346
26,440 8,165 16,170 1,350 52,125 56,308
18,050 18,605 10,050 3,000 49,705 58,460
19,670 14,300 11,520 2,350 47,840 53,865
13,865 18,365 10,675 2,095 45,000 47,458
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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