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African Clearing

505238570Analyzed
3v3 RM · 2mo ago on Sep 8, 2026· 39m 4s· 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
🇹🇼 Magyars · Taiwan
1696
+11
🇹🇼 Huns · Taiwan
1596
+15
🇹🇼 Chinese · Taiwan
1531
+18
vs
🇦🇷 Huns · Argentina
1673
-19
🇨🇱 Khmer · Chile
1604
-16
🇬🇧 Japanese · United Kingdom
1442
-9
Player eAPM Actions Feudal Castle Imperial Opening
65 2,542 13:15 20:42 — ⛏ Fish Boom FC
58 2,258 11:18 28:15 — ⚔ Scout Rush
53 2,066 12:05 17:11 35:03 ⛏ Fast Castle
46 1,794 12:13 20:07 — ⚔ Scout Rush
41 1,584 11:04 31:15 — ⚔ Scouts into Fish Boom
33 1,299 11:57 24:10 38:08 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
16,280 14,741 7,155 2,650 40,826 42,168
10,855 10,369 4,945 1,725 27,894 28,762
16,405 5,339 5,275 200 27,219 28,040
11,080 9,718 5,265 1,150 27,213 28,804
9,445 8,548 3,065 200 21,258 25,176
10,455 7,484 2,280 925 21,144 22,130
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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