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African Clearing

505310100Analyzed
3v3 RM · 25d ago on Sep 8, 2026· 29m 38s· 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
🇹🇷 Koreans · Türkiye
972
+13
🇩🇪 Sicilians · Germany
922
+15
🇳🇱 Hindustanis · Netherlands
900
+16
🇫🇷 Teutons · France
934
-15
🇫🇷 Britons · France
914
-42
🇧🇷 Spanish · Brazil
889
-14
Player eAPM Actions Feudal Castle Imperial Opening
21 615 15:33 — — ⚔ Archers into Skirms
21 634 12:07 25:22 — ⚔ Towers FC
19 550 15:15 24:34 — ⚔ Archer Rush
18 523 13:20 26:24 — ⚔ Scout Rush
14 415 14:47 — — ⚔ Fish Boom into Towers
11 328 14:27 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,730 4,466 1,400 930 14,526 14,561
5,070 4,221 1,325 200 10,816 10,620
4,750 4,311 330 740 10,131 11,480
3,500 4,384 785 225 8,894 8,781
4,745 2,655 520 320 8,240 9,951
3,645 1,920 90 225 5,880 6,973
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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