AoeStats
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African Clearing

503866408Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 65m 37s· 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
🇲🇿 Vietnamese · Mozambique
1173
+11
🇺🇸 Japanese · United States
1140
+12
🇲🇿 Persians · Mozambique
1082
+15
🇳🇱 Turks · Netherlands
1078
-14
🇦🇹 Mongols · Austria
1062
-13
🇹🇷 Khmer · Türkiye
1027
-11
Player eAPM Actions Feudal Castle Imperial Opening
48 3,130 14:03 19:32 ⛏ Fast Castle
31 2,054 13:59 18:26 51:28 ⛏ Fast Castle
29 1,934 14:49 21:09 43:08 ⛏ Fast Castle
27 1,746 13:40 18:02 46:25 ⛏ Fast Castle
15 986 14:39 18:50 58:52 ⛏ Fast Castle
15 1,008 17:19 29:44 ⚔ Scouts into Towers

Resources

Player Food Wood Gold Stone Spent Collected
32,700 31,650 13,015 3,700 81,065 85,562
32,575 13,315 12,090 4,680 62,660 72,148
30,035 16,385 12,510 2,300 61,230 65,132
11,020 14,065 6,455 500 32,040 33,436
12,235 10,441 3,925 4,500 31,101 34,471
7,445 6,263 1,300 1,300 16,308 16,634
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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