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African Clearing

513333045Analyzed
3v3 RM · 8d ago on Oct 13, 2026· 60m 5s· 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 · United States
1238
+13
🇺🇸 Huns · United States
1160
+16
🇷🇺 Italians · Russia
1069
+21
vs
🇺🇸 Varangians · United States
1220
-19
🇺🇸 Saxons · United States
1147
-16
🇺🇸 Poles · United States
1120
-15
Player eAPM Actions Feudal Castle Imperial Opening
34 2,056 14:24 27:39 41:11 ⚔ Scout Rush
24 1,450 12:40 22:49 48:24 ⚔ M@A FC
22 1,349 15:45 22:05 56:21 ⛏ Fast Castle
19 1,126 17:15 29:09 54:22 ⚔ Drush FC
19 1,112 17:04 24:32 39:36 ⚔ Archer Rush
11 689 14:22 21:27 38:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,320 22,880 12,570 2,900 64,670 82,510
33,430 13,570 11,195 4,900 63,095 78,081
17,115 20,904 12,815 4,645 55,479 55,887
17,065 18,056 8,365 2,155 45,641 50,192
21,715 8,982 9,540 5,275 45,512 50,517
13,360 15,880 3,050 4,450 36,740 38,346
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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