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African Clearing

504052455Analyzed
3v3 RM · 28d ago on Sep 3, 2026· 55m 24s· 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
🇳🇱 Georgians · Netherlands
1177
+13
🇪🇸 Franks · Spain
1022
+20
🇧🇾 Huns · Belarus
1001
+21
🇨🇿 Magyars · Czechia
1115
-18
🇨🇳 Burgundians · China
1108
-18
🇦🇷 Vietnamese · Argentina
1101
-18
Player eAPM Actions Feudal Castle Imperial Opening
53 2,912 13:35 18:39 39:02 ⛏ Fast Castle
45 2,469 12:58 19:44 38:50 ⛏ Fast Castle
31 1,738 13:00 19:24 41:25 ⛏ Fast Castle
30 1,657 16:56 23:18 — ⛏ Fast Castle
24 1,357 12:27 21:19 50:49 ⚔ Scout Rush
22 1,246 15:19 20:51 40:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,970 10,500 19,620 2,550 61,640 68,797
25,685 17,320 15,290 3,200 61,495 65,509
23,950 20,188 10,290 1,700 56,128 64,771
27,580 13,080 12,085 2,900 55,645 63,753
12,185 19,683 8,975 2,680 43,523 44,925
9,465 9,120 2,480 500 21,565 24,179
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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