AoeStats
← Long John Silver

African Clearing

505945569Analyzed
3v3 RM · 21d ago on Sep 11, 2026· 40m 41s· 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
🇩🇪 Sicilians · Germany
1453
+12
🇳🇱 Tatars · Netherlands
1392
+15
🇩🇪 Bulgarians · Germany
1338
+18
🇻🇳 Malay · Vietnam
1394
-16
1388
-16
🇻🇳 Maya · Vietnam
1316
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 2,348 13:04 19:48 40:21 ⚔ Scout Rush
48 1,973 12:10 20:16 40:28 ⚔ Archer Rush
38 1,528 12:54 17:36 — ⛏ Fast Castle
33 1,338 14:11 17:46 40:28 ⛏ Fast Castle
32 1,287 13:51 19:23 34:24 ⛏ Fast Castle
28 1,149 12:40 16:11 30:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,225 16,710 16,595 3,950 65,480 67,414
15,865 16,200 4,495 1,250 37,810 45,141
17,175 9,106 7,105 2,450 35,836 37,621
11,750 10,805 7,695 950 31,200 31,647
10,820 11,651 4,700 1,600 28,771 29,669
8,775 8,915 4,955 1,050 23,695 25,394
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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