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African Clearing

511362202Analyzed
3v3 RM · 12d ago on Oct 4, 2026· 41m 46s· 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
🇹🇷 Malay · Türkiye
1170
+19
🇦🇷 Magyars · Argentina
1136
+20
🇫🇷 Celts · France
1126
+20
vs
🇳🇴 Burmese · Norway
1265
-21
🇳🇴 Vikings · Norway
1245
-20
🇳🇴 Tatars · Norway
1185
-18
Player eAPM Actions Feudal Castle Imperial Opening
60 2,486 13:05 16:50 33:27 ⛏ Fast Castle
50 2,085 13:17 17:46 — ⛏ Fast Castle
42 1,740 15:20 22:56 39:46 ⚔ Scout Rush
40 1,686 13:53 22:04 — ⚔ Scout Rush
34 1,413 13:43 20:29 40:15 ⚔ Archer Rush
23 942 14:27 19:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,030 17,104 7,655 3,110 50,899 56,483
12,295 9,224 2,950 2,390 26,859 28,989
9,945 10,377 4,135 1,235 25,692 25,622
9,515 8,220 4,965 1,820 24,520 25,169
8,815 8,822 5,060 1,700 24,397 27,332
13,385 6,331 2,630 850 23,196 30,966
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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