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African Clearing

513450133Analyzed
3v3 RM · 6d ago on Oct 13, 2026· 33m 10s· 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
🇨🇳 Mapuche · China
1809
+12
🇧🇷 Vietnamese · Brazil
1723
+15
🇭🇰 Persians · Hong Kong SAR China
1646
+18
vs
🇩🇰 Varangians · Denmark
1763
-17
🇩🇰 Mongols · Denmark
1733
-16
🇩🇰 Khmer · Denmark
1633
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 1,908 13:24 17:53 — ⚔ Archers FC
58 1,937 12:55 17:06 — ⛏ Fast Castle
54 1,790 13:11 17:27 — ⛏ Fast Castle
51 1,702 12:11 22:14 — ⚔ Archer Rush
44 1,461 13:01 17:05 — ⛏ Fast Castle
27 898 11:07 21:37 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,535 7,974 3,220 300 18,029 18,068
6,365 6,806 1,795 1,935 16,901 16,896
6,250 6,739 2,005 1,150 16,144 17,586
5,650 6,429 2,740 1,080 15,899 16,061
8,415 4,640 2,300 300 15,655 15,464
8,265 4,244 1,340 300 14,149 16,324
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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