AoeStats
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African Clearing

504590953Analyzed
3v3 RM · 25d ago on Sep 5, 2026· 40m 39s· 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
🇦🇷 Persians · Argentina
1558
+13
🇧🇷 Mongols · Brazil
1554
+13
🇨🇳 Japanese · China
1500
+16
🇲🇽 Spanish · Mexico
1503
-14
🇲🇽 Mongols · Mexico
1493
-14
🇲🇽 Inca · Mexico
1486
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 1,988 12:39 16:06 37:33 ⛏ Fast Castle
46 1,883 14:21 27:24 — ⛏ Fast Castle
34 1,366 13:02 18:22 — ⛏ Fast Castle
33 1,331 — — —
29 1,190 12:45 17:57 — ⛏ Fast Castle
25 1,026 13:04 17:24 40:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,150 12,275 6,260 950 35,635 36,036
11,750 10,300 1,405 2,830 26,285 28,674
8,500 9,970 4,200 3,610 26,280 26,650
11,425 9,189 3,455 1,905 25,974 26,015
8,440 9,776 3,560 1,700 23,476 24,751
2,300 2,351 50 500 5,201 4,806
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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