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African Clearing

513243775Analyzed
3v3 RM · 2d ago on Oct 12, 2026· 51m 33s· 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 · Denmark
1448
+11
🇨🇿 Vietnamese · Czechia
1386
+14
🇨🇭 Varangians · Switzerland
1337
+16
vs
🇦🇷 Japanese · Argentina
1382
-15
🇦🇷 Bulgarians · Argentina
1317
-13
🇦🇷 Goths · Argentina
1315
-13
Player eAPM Actions Feudal Castle Imperial Opening
42 2,173 13:38 17:35 38:22 ⛏ Fast Castle
39 2,016 12:10 25:37 44:21 ⚔ Scout Rush
29 1,475 12:50 17:02 35:59 ⛏ Fast Castle
25 1,268 13:35 18:32 — ⛏ Fast Castle
24 1,247 12:36 26:32 — ⚔ M@A Rush
21 1,096 11:51 30:12 42:05 ⚔ Archers into Towers

Resources

Player Food Wood Gold Stone Spent Collected
11,375 31,839 12,225 3,000 58,439 61,407
23,525 21,326 7,895 1,170 53,916 63,463
21,315 10,866 7,260 2,100 41,541 43,248
10,100 13,186 8,360 3,525 35,171 37,755
14,210 7,747 7,925 300 30,182 32,237
8,525 5,063 970 1,250 15,808 17,326
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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