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African Clearing

511408323Analyzed
3v3 RM · 14d ago on Oct 4, 2026· 33m 13s· 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
🇨🇦 Bohemians · Canada
1003
+17
🇧🇪 Jurchens · Belgium
1002
+17
🇬🇧 Celts · United Kingdom
955
+19
vs
🇵🇱 Tatars · Poland
1042
-18
🇬🇧 Malians · United Kingdom
1040
-18
🇨🇦 Berbers · Canada
1009
-17
Player eAPM Actions Feudal Castle Imperial Opening
32 1,060 14:03 25:01 —
29 962 13:04 18:13 — ⛏ Fast Castle
27 893 13:00 21:12 — ⚔ Scout Rush
17 562 17:07 27:46 — ⚔ Scout Rush
15 501 13:43 21:11 — ⛏ Fast Castle
11 377 15:09 28:19 — ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
8,665 5,268 1,400 1,700 17,033 19,393
8,055 5,821 1,575 850 16,301 16,296
6,755 5,490 1,475 2,105 15,825 18,562
6,465 4,695 2,710 100 13,970 15,679
6,280 3,350 500 750 10,880 12,189
3,475 2,990 415 240 7,120 8,632
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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