AoeStats
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African Clearing

510467245Analyzed
3v3 RM · 3h ago on Oct 1, 2026· 45m 40s· 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
🇺🇸 Byzantines · United States
1116
+16
🇺🇸 Britons · United States
1029
+19
🇺🇸 Franks · United States
1010
+21
🇨🇱 Mapuche · Chile
1119
-19
🇨🇱 Britons · Chile
1119
-19
🇹🇼 Saxons · Taiwan
1084
-18
Player eAPM Actions Feudal Castle Imperial Opening
46 2,092 13:20 18:08 37:03 ⛏ Fast Castle
23 1,029 14:37 19:12 36:50 ⛏ Fast Castle
21 937 15:24 21:53 31:38 ⛏ Fast Castle
19 854 13:00 19:56 — ⛏ Fast Castle
18 825 16:17 20:15 44:40 ⛏ Fast Castle
16 749 15:14 21:44 42:30

Resources

Player Food Wood Gold Stone Spent Collected
18,125 12,389 8,795 2,350 41,659 46,098
17,800 8,410 5,845 950 33,005 45,540
10,700 10,365 7,165 850 29,080 34,889
11,180 10,526 4,695 1,085 27,486 32,578
11,425 4,790 3,800 3,195 23,210 25,617
7,945 5,520 1,215 980 15,660 18,236
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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