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African Clearing

511589312Analyzed
3v3 RM · 12d ago on Oct 5, 2026· 34m 18s· 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
🇹🇷 Huns · Türkiye
962
+16
🇹🇷 Malians · Türkiye
960
+16
🇹🇷 Goths · Türkiye
947
+16
vs
🇳🇱 Huns · Netherlands
1028
-19
🇨🇦 Mongols · Canada
967
-16
🇫🇷 Japanese · France
881
-13
Player eAPM Actions Feudal Castle Imperial Opening
32 1,097 13:24 28:46 — ⚔ M@A into Skirms
29 1,003 16:28 24:39 — ⚔ Archer Rush
18 607 13:03 18:23 — ⛏ Fast Castle
14 489 17:15 23:02 —
13 457 14:30 20:57 — ⛏ Fast Castle
7 236 16:23 21:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,725 5,450 1,690 1,600 17,465 17,886
7,700 5,135 2,305 950 16,090 18,264
7,500 5,760 2,475 300 16,035 18,130
7,350 6,016 1,350 1,075 15,791 15,113
6,180 6,576 915 850 14,521 17,846
6,400 6,080 350 1,080 13,910 15,673
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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