AoeStats
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African Clearing

510859625Analyzed
3v3 RM · 2h ago on Oct 2, 2026· 49m 22s· 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
🇹🇷 Varangians · Türkiye
1408
+17
🇹🇷 Khmer · Türkiye
1402
+17
🇹🇷 Berbers · Türkiye
1376
+18
🇵🇪 Huns · Peru
1483
-20
🇵🇪 Berbers · Peru
1464
-19
🇵🇪 Magyars · Peru
1317
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 2,784 12:32 18:50 44:52 ⛏ Fast Castle
53 2,610 12:59 24:49 44:49 ⚔ Scout Rush
50 2,478 13:19 17:17 — ⛏ Fast Castle
41 2,042 11:56 15:52 45:49 ⛏ Fast Castle
40 1,970 13:51 18:25 48:19 ⛏ Fast Castle
38 1,860 11:35 20:25 42:19 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,525 11,763 10,680 1,700 45,668 48,048
21,060 14,167 5,865 2,130 43,222 45,749
16,470 10,918 6,990 3,560 37,938 43,172
14,965 11,960 5,760 2,750 35,435 37,197
8,160 13,037 10,190 1,050 32,437 33,992
9,775 11,349 6,020 2,560 29,704 33,619
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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