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African Clearing

511195306Analyzed
3v3 RM · 17d ago on Oct 4, 2026· 49m 19s· 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
🇨🇴 Huns · Colombia
1288
+14
🇨🇴 Koreans · Colombia
1287
+14
🇨🇴 Franks · Colombia
1117
+21
vs
🇺🇸 Varangians · United States
1263
-17
🇺🇸 Poles · United States
1225
-16
🇨🇦 Gurjaras · Canada
1219
-16
Player eAPM Actions Feudal Castle Imperial Opening
42 2,079 12:29 16:56 36:20 ⛏ Fast Castle
32 1,596 14:24 19:06 38:49 ⛏ Fast Castle
32 1,556 12:55 17:04 47:29 ⛏ Fast Castle
26 1,287 13:07 18:27 43:20 ⚔ FC into Scouts
21 1,044 12:17 24:06 38:49 ⚔ Scout Rush
13 658 12:37 26:30 37:13 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,700 19,499 19,090 1,810 65,099 76,696
22,770 11,570 10,420 2,550 47,310 52,883
14,300 20,180 7,480 4,085 46,045 49,755
16,260 16,240 5,540 3,200 41,240 45,068
23,955 12,095 3,780 1,150 40,980 42,111
16,355 14,030 3,035 300 33,720 41,162
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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