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African Clearing

513544729Analyzed
3v3 RM · 2d ago on Oct 14, 2026· 27m 59s· 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
1235
+14
1204
+15
1189
+16
vs
🇵🇪 Vietnamese · Peru
1249
-17
🇲🇽 Huns · Mexico
1200
-16
🇺🇸 Cumans · United States
1124
-12
Player eAPM Actions Feudal Castle Imperial Opening
42 1,174 13:21 20:09 — ⚔ FC into Archers
39 1,088 14:26 19:02 — ⛏ Fast Castle
38 1,075 15:22 21:50 — ⛏ Fast Castle
29 802 12:28 21:21 — ⚔ Scout Rush
19 539 12:29 18:04 — ⛏ Fast Castle
16 437 13:36 22:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,025 3,836 1,225 200 11,286 11,363
4,430 4,214 1,220 300 10,164 10,590
4,415 3,413 725 1,480 10,033 10,376
5,035 1,942 1,300 200 8,477 9,179
4,345 2,741 780 300 8,166 10,244
3,870 2,665 400 300 7,235 7,591
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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