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African Clearing

511406753Analyzed
3v3 RM · 16d ago on Oct 4, 2026· 30m 53s· 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
🇨🇱 Ethiopians · Chile
1631
+7
🇦🇷 Varangians · Argentina
1566
+9
1558
+9
vs
🇫🇷 Bengalis · France
1418
-9
🇫🇷 Malay · France
1393
-8
🇫🇷 Poles · France
1387
-8
Player eAPM Actions Feudal Castle Imperial Opening
56 1,738 11:40 22:32 — ⚔ Archer Rush
48 1,488 13:30 19:04 — ⚔ M@A FC
39 1,215 14:26 18:24 — ⛏ Fast Castle
35 1,096 11:01 — — ⚔ M@A into Skirms
33 1,009 13:30 23:16 — ⚔ Scout Rush
15 472 13:59 19:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,250 6,676 3,225 950 17,101 17,652
9,830 3,875 1,445 1,060 16,210 16,652
7,355 4,527 1,955 200 14,037 15,462
4,725 3,800 1,975 305 10,805 10,440
5,030 3,050 475 400 8,955 9,300
2,825 2,415 190 355 5,785 6,412
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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