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African Clearing

504560074Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 29m 40s· 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 · Netherlands
1825
+6
🇳🇱 Georgians · Netherlands
1533
+16
🇷🇴 Jurchens · Romania
1456
+19
🇨🇭 Spanish · Switzerland
1551
-14
🇧🇪 Magyars · Belgium
1551
-14
🇲🇦 Mongols · Morocco
1539
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 1,582 10:51 20:15 — ⚔ Archer Rush
47 1,390 12:49 19:20 — ⚔ Scout Rush
44 1,320 13:58 17:49 — ⛏ Fast Castle
36 1,054 13:41 17:49 — ⛏ Fast Castle
35 1,039 13:45 29:06 — ⚔ Fish Boom into Towers FC
24 698 11:53 20:22 —

Resources

Player Food Wood Gold Stone Spent Collected
6,260 7,463 2,705 405 16,833 16,947
8,250 4,001 1,040 1,050 14,341 13,722
6,280 4,345 1,540 1,700 13,865 13,567
6,740 4,450 1,990 300 13,480 13,589
4,450 6,075 400 725 11,650 11,360
3,550 3,071 370 860 7,851 7,831
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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