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African Clearing

512419102Analyzed
3v3 RM · 8d ago on Oct 9, 2026· 45m 3s· 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
🇹🇼 Huns · Taiwan
1328
+11
🇹🇼 Varangians · Taiwan
1326
+11
🇹🇼 Mongols · Taiwan
1325
+11
vs
🇪🇸 Persians · Spain
1244
-11
🇩🇪 Goths · Germany
1227
-12
🇨🇱 Mongols · Chile
1173
-10
Player eAPM Actions Feudal Castle Imperial Opening
49 2,200 12:52 28:36 — ⚔ Scout Rush
42 1,874 13:50 18:07 — ⛏ Fast Castle
40 1,818 13:45 23:43 37:40 ⚔ Fish Boom into Scouts into Towers
36 1,625 14:13 18:04 — ⛏ Fish Boom FC
33 1,490 14:08 18:13 34:57 ⛏ Fast Castle
19 867 18:25 25:52 34:34 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,845 17,778 9,885 3,770 54,278 62,920
19,755 10,448 6,490 2,910 39,603 43,773
18,470 10,705 4,980 2,740 36,895 39,160
20,695 7,528 7,785 850 36,858 39,759
13,880 7,632 3,925 2,600 28,037 31,091
6,350 7,639 2,380 1,150 17,519 17,296
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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