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African Clearing

511773035Analyzed
3v3 RM · 11d ago on Oct 6, 2026· 66m 52s· 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
🇳🇴 Japanese · Norway
1409
+19
🇫🇷 Chinese · France
1353
+21
🇫🇷 Jurchens · France
1341
+20
vs
🇷🇺 Magyars · Russia
1679
-28
🇷🇺 Malians · Russia
1452
-20
🇷🇺 Vietnamese · Russia
1254
-12
Player eAPM Actions Feudal Castle Imperial Opening
41 2,729 11:44 22:12 47:00 ⚔ Archer Rush
33 2,186 16:11 24:41 54:44 ⚔ Towers into Archers
32 2,154 11:53 25:27 43:00 ⚔ Drush into Archers
31 2,049 14:32 26:39 49:05 ⚔ Scout Rush
27 1,832 14:03 28:25 57:23 ⚔ M@A into Archers
26 1,771 12:27 18:08 50:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,505 37,149 22,125 6,045 92,824 111,520
28,960 28,846 7,500 11,615 76,921 87,148
24,060 23,325 17,255 3,230 67,870 77,235
24,655 16,873 8,370 2,135 52,033 55,878
19,280 16,807 12,720 3,050 51,857 55,339
21,045 17,090 9,090 2,855 50,080 53,734
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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