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African Clearing

511580422Analyzed
3v3 RM · 1mo ago on Oct 5, 2026· 47m 9s· 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
🇸🇪 Magyars · Sweden
1229
+12
🇸🇪 Maya · Sweden
1159
+15
🇸🇪 Varangians · Sweden
1073
+20
vs
🇳🇱 Franks · Netherlands
1156
-16
🇨🇱 Mongols · Chile
1144
-16
🇨🇳 Teutons · China
1129
-15
Player eAPM Actions Feudal Castle Imperial Opening
33 1,570 14:23 21:49 37:30 ⛏ Fast Castle
31 1,442 13:03 26:26 45:00 ⚔ Archer Rush
30 1,393 11:22 15:11 33:50 ⛏ Fast Castle
30 1,426 12:26 19:11 — ⛏ Fast Castle
29 1,361 13:00 19:20 35:51 ⛏ Fast Castle
19 917 14:21 20:31 36:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,485 14,010 14,225 2,450 48,170 52,948
17,725 9,325 10,135 1,700 38,885 40,570
16,895 10,000 6,735 3,625 37,255 38,152
14,310 13,307 4,730 2,450 34,797 37,352
13,805 6,347 6,580 1,755 28,487 30,718
7,740 7,448 2,070 420 17,678 21,229
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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