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African Clearing

511469907Analyzed
3v3 RM · 11d ago on Oct 5, 2026· 43m 36s· 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 · Mexico
1089
+9
🇨🇴 Vikings · Colombia
1064
+10
🇲🇽 Ethiopians · Mexico
1061
+10
vs
🇺🇸 Celts · United States
969
-11
🇺🇸 Bohemians · United States
966
-15
🇺🇸 Saxons · United States
845
-7
Player eAPM Actions Feudal Castle Imperial Opening
27 1,185 13:02 24:41 41:36 ⚔ Archer Rush
26 1,148 12:06 26:15 39:39 ⚔ Scout Rush
25 1,070 14:21 20:08 36:09 ⚔ FC into Archers
25 1,092 15:04 35:07 — ⚔ M@A Rush
16 708 21:14 26:57 — ⚔ Drush FC into Skirms
14 601 14:59 27:12 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,815 9,201 6,695 1,830 35,541 37,042
13,965 7,210 6,205 895 28,275 30,283
10,080 6,603 4,345 3,965 24,993 26,919
5,635 4,158 520 750 11,063 12,461
5,295 3,100 570 1,630 10,595 11,364
4,300 4,030 425 210 8,965 8,251
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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