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African Clearing

504828560Analyzed
3v3 RM · 25d ago on Sep 6, 2026· 58m 59s· 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
🇩🇪 Mongols · Germany
970
+15
🇩🇪 Romans · Germany
948
+16
🇩🇪 Franks · Germany
894
+17
🇺🇸 Tupi · United States
966
-17
🇦🇷 Spanish · Argentina
933
-16
🇧🇪 Magyars · Belgium
915
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 2,461 13:04 23:09 34:49 ⛏ Fast Castle
34 2,015 12:02 24:32 46:21 ⚔ M@A Rush
33 1,946 11:43 25:56 50:48 ⚔ Archer Rush
22 1,315 17:16 22:44 42:21 ⛏ Fast Castle
13 775 15:11 21:36 40:32 ⛏ Fast Castle
10 572 14:38 40:33 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,885 21,755 15,115 3,250 62,005 69,150
22,975 20,624 10,270 4,500 58,369 61,260
25,495 11,565 16,295 3,550 56,905 59,533
19,855 19,000 11,125 2,950 52,930 57,330
20,885 11,575 10,585 850 43,895 50,994
9,330 11,845 4,050 575 25,800 26,768
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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