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African Clearing

510611440Analyzed
3v3 RM · 5h ago on Oct 1, 2026· 59m 3s· 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
🇨🇿 Tupi · Czechia
1088
+16
🇹🇷 Franks · Türkiye
1068
+17
🇷🇺 Huns · Russia
1046
+18
🇭🇺 Varangians · Hungary
1136
-18
🇭🇺 Berbers · Hungary
1081
-17
🇭🇺 Romans · Hungary
1070
-16
Player eAPM Actions Feudal Castle Imperial Opening
54 3,207 12:09 27:19 50:07 ⚔ Scout Rush
38 2,263 13:18 19:03 40:39 ⛏ Fast Castle
38 2,233 14:26 19:31 49:25 ⛏ Fast Castle
36 2,143 16:38 21:27 42:55 ⛏ Fast Castle
24 1,411 12:58 24:02 34:33 ⚔ Scout Rush
12 680 13:24 31:09 54:44 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,620 16,220 16,975 1,255 61,070 71,057
29,515 16,090 12,955 2,450 61,010 63,705
22,515 15,530 12,025 2,450 52,520 65,540
21,480 11,889 8,435 2,800 44,604 48,682
14,900 12,717 7,795 2,000 37,412 42,327
8,190 6,605 1,735 2,050 18,580 18,418
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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