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African Clearing

504264220Analyzed
3v3 RM · 28d ago on Sep 4, 2026· 63m 27s· 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
🇪🇸 Persians · Spain
1090
+12
999
+17
🇩🇪 Britons · Germany
963
+18
🇳🇱 Teutons · Netherlands
1025
-16
🇦🇷 Huns · Argentina
1012
-16
🇪🇸 Portuguese · Spain
1001
-15
Player eAPM Actions Feudal Castle Imperial Opening
23 1,484 14:24 31:30 58:35 ⚔ Archers into Skirms
22 1,367 14:40 20:47 57:48 ⛏ Fast Castle
22 1,381 13:50 20:31 48:43 ⚔ FC into Archers
22 1,385 13:56 24:37 37:06 ⚔ Scout Rush
19 1,214 19:54 33:20 48:54 ⚔ Scout Rush
16 996 13:38 24:43 40:17 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,750 22,945 9,375 2,400 56,470 68,530
19,655 17,310 10,290 1,400 48,655 50,870
15,330 16,342 12,055 2,900 46,627 57,293
23,460 9,243 10,475 1,350 44,528 55,334
17,220 14,563 6,635 1,710 40,128 42,667
15,530 12,269 7,905 2,025 37,729 39,808
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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