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African Clearing

512147019Analyzed
3v3 RM · 9d ago on Oct 8, 2026· 52m 42s· 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
🇸🇪 Saracens · Sweden
1087
+14
🇷🇺 Sicilians · Russia
1075
+14
🇫🇷 Armenians · France
1007
+17
vs
🇨🇳 Mongols · China
1060
-16
🇭🇰 Tatars · Hong Kong SAR China
1044
-15
🇮🇳 Vietnamese · India
1007
-14
Player eAPM Actions Feudal Castle Imperial Opening
40 2,102 14:08 18:15 43:09 ⛏ Fast Castle
28 1,474 20:20 28:44 42:48 ⛏ Fish Boom FC
24 1,268 14:24 20:08 42:24 ⛏ Fast Castle
15 799 13:35 28:43 43:52 ⚔ Towers FC
12 626 13:36 19:43 35:41 ⛏ Fast Castle
8 409 — — —

Resources

Player Food Wood Gold Stone Spent Collected
27,335 20,584 5,935 1,050 54,904 58,833
19,930 17,412 8,255 2,450 48,047 56,039
21,905 8,601 12,445 4,200 47,151 56,376
15,050 14,185 10,860 3,750 43,845 51,021
19,225 10,678 5,260 2,575 37,738 46,107
950 650 0 100 1,700 1,310
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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