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African Clearing

511247795Analyzed
3v3 RM · 17d ago on Oct 4, 2026· 45m 51s· 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
🇻🇳 Mongols · Vietnam
1290
+13
🇵🇱 Portuguese · Poland
1211
+17
🇦🇺 Hindustanis · Australia
1175
+18
vs
🇦🇺 Cumans · Australia
1322
-20
🇦🇺 Danes · Australia
1268
-18
🇦🇺 Varangians · Australia
1082
-10
Player eAPM Actions Feudal Castle Imperial Opening
44 2,032 13:43 22:43 38:57 ⛏ Fish Boom FC
33 1,533 13:49 18:09 43:43 ⛏ Fast Castle
31 1,429 13:32 17:53 — ⛏ Fast Castle
31 1,409 13:48 17:57 34:12 ⛏ Fast Castle
26 1,172 13:20 26:37 44:38 ⚔ M@A Rush
17 777 15:09 20:10 41:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,700 16,287 22,580 2,350 73,917 80,532
22,860 24,260 18,225 1,600 66,945 71,222
20,835 16,993 4,785 1,700 44,313 44,808
15,145 15,900 8,920 3,100 43,065 46,593
13,525 8,890 6,000 1,600 30,015 33,173
13,380 3,675 2,080 950 20,085 19,862
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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