AoeStats
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African Clearing

505584897Analyzed
3v3 RM · 22d ago on Sep 10, 2026· 46m 15s· 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
🇨🇳 Berbers · China
1370
+15
🇲🇽 Spanish · Mexico
1369
+15
🇲🇽 Huns · Mexico
1312
+17
🇺🇸 Mongols · United States
1433
-20
🇺🇸 Italians · United States
1313
-14
🇺🇸 Khitans · United States
1268
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 1,795 13:33 17:32 36:50 ⛏ Fast Castle
36 1,676 12:14 21:41 33:25 ⚔ Scout Rush
36 1,665 12:07 16:55 39:45 ⛏ Fast Castle
32 1,502 15:43 19:28 36:01 ⛏ Fast Castle
30 1,406 13:43 25:00 — ⚔ Scouts into Skirms
29 1,334 13:56 17:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,355 21,446 8,435 3,450 55,686 62,253
20,185 20,061 9,445 3,000 52,691 56,758
16,475 13,095 9,790 2,250 41,610 48,653
13,850 14,086 9,715 2,900 40,551 46,520
13,745 8,184 3,720 525 26,174 28,060
4,900 6,285 2,015 950 14,150 17,448
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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