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African Clearing

511361933Analyzed
3v3 RM · 15d ago on Oct 4, 2026· 6m 25s· 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 · Türkiye
1023
+16
🇹🇷 Huns · Türkiye
967
+18
🇹🇷 Saxons · Türkiye
949
+19
vs
🇨🇳 Japanese · China
1042
-19
🇺🇸 Vikings · United States
995
-17
🇧🇷 Huns · Brazil
990
-17
Player eAPM Actions Feudal Castle Imperial Opening
43 274 — — —
23 145 — — —
21 137 — — —
18 114 — — —
14 92 — — —
13 86 — — —

Resources

Player Food Wood Gold Stone Spent Collected
700 425 50 100 1,275 638
550 525 50 100 1,225 787
500 275 50 100 925 429
350 375 0 100 825 251
350 325 0 100 775 274
400 275 0 100 775 310
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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