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African Clearing

511343115Analyzed
3v3 RM · 14d ago on Oct 4, 2026· 59m 50s· 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
🇷🇴 Vietnamese · Romania
1286
+9
🇷🇴 Ethiopians · Romania
1228
+11
🇷🇴 Khmer · Romania
1183
+13
vs
🇳🇴 Varangians · Norway
1139
-12
🇳🇴 Malians · Norway
1114
-11
🇳🇴 Danes · Norway
1105
-10
Player eAPM Actions Feudal Castle Imperial Opening
41 2,446 12:40 22:23 49:11 ⚔ Scout Rush
31 1,876 14:34 25:17 48:59 ⚔ Archer Rush
30 1,778 13:16 41:08 — ⚔ Scout Rush
26 1,562 15:07 26:55 50:28 ⚔ Scout Rush
24 1,418 17:24 23:49 56:02 ⛏ Fast Castle
19 1,136 13:16 43:43 59:46 ⚔ Towers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
26,910 20,172 13,215 3,900 64,197 71,043
21,245 18,690 11,190 3,500 54,625 63,784
13,035 15,395 16,855 2,250 47,535 56,505
24,980 13,864 6,950 1,055 46,849 54,375
19,130 8,576 4,145 1,180 33,031 35,939
13,370 8,684 1,575 1,500 25,129 29,032
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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