AoeStats
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African Clearing

511705290Analyzed
3v3 RM · 13d ago on Oct 6, 2026· 31m 4s· 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
🇺🇸 Japanese · United States
1031
+12
🇨🇳 Magyars · China
1029
+12
🇳🇿 Malians · New Zealand
919
+15
vs
🇸🇬 Poles · Singapore
958
-41
🇨🇳 Khitans · China
922
-13
🇨🇳 Mongols · China
908
-12
Player eAPM Actions Feudal Castle Imperial Opening
33 1,015 12:32 17:00 — ⛏ Fast Castle
29 913 10:37 22:04 — ⛏ Fast Castle
27 826 13:49 19:50 — ⛏ Fast Castle
26 803 16:26 30:55 — ⚔ Scout Rush
15 457 13:47 19:44 — ⛏ Fast Castle
12 367 15:25 19:55 — ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
7,250 3,286 1,710 1,700 13,946 15,961
4,525 4,310 2,060 850 11,745 12,299
6,880 3,350 440 100 10,770 12,397
4,900 4,265 1,340 205 10,710 12,293
4,745 3,747 1,790 100 10,382 11,794
4,075 2,970 610 100 7,755 7,731
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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