AoeStats
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African Clearing

510327385Analyzed
3v3 RM · 9h ago on Sep 30, 2026· 40m 27s· 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
🇧🇷 Mongols · Brazil
1719
+8
🇧🇷 Khmer · Brazil
1601
+13
🇧🇷 Berbers · Brazil
1449
+18
🇳🇱 Japanese · Netherlands
1542
-14
🇺🇸 Berbers · United States
1530
-13
🇩🇪 Saxons · Germany
1503
-12
Player eAPM Actions Feudal Castle Imperial Opening
61 2,450 12:48 26:47 — ⚔ Scout Rush
42 1,706 13:23 17:05 — ⛏ Fast Castle
38 1,530 10:55 19:42 — ⚔ Scout Rush
38 1,530 15:36 20:12 37:16 ⛏ Fast Castle
33 1,339 22:52 28:30 — ⛏ Fast Castle
30 1,199 12:42 16:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,325 15,287 7,605 2,210 38,427 40,348
16,030 9,100 6,370 300 31,800 33,471
10,490 11,463 5,600 1,450 29,003 30,440
13,075 9,206 250 1,585 24,116 25,655
9,475 9,654 3,885 300 23,314 25,721
4,915 5,670 1,915 1,000 13,500 13,948
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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