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African Clearing

511721622Analyzed
3v3 RM · 13d ago on Oct 6, 2026· 57m 48s· 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
🇻🇳 Varangians · Vietnam
1446
+12
🇮🇳 Japanese · India
1332
+17
🇨🇳 Berbers · China
1312
+17
vs
🇦🇺 Mongols · Australia
1394
-17
🇳🇿 Bengalis · New Zealand
1376
-16
🇳🇿 Britons · New Zealand
1286
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 3,224 12:11 19:41 37:42 ⚔ Scout Rush
49 2,834 12:37 21:00 — ⚔ M@A Rush
47 2,706 12:58 17:58 45:50 ⛏ Fast Castle
42 2,416 13:11 27:57 53:58 ⚔ Towers into Archers
33 1,904 13:21 26:12 51:06 ⚔ Archer Rush
28 1,602 21:43 26:44 52:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
39,430 15,810 22,040 2,550 79,830 89,025
20,200 16,359 14,780 2,900 54,239 56,050
17,105 14,547 10,225 6,385 48,262 51,793
18,170 14,039 10,935 1,295 44,439 47,780
14,645 13,680 4,000 4,000 36,325 38,930
14,640 10,390 3,785 1,750 30,565 31,987
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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