AoeStats
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African Clearing

510896770Analyzed
3v3 RM · 20h ago on Oct 3, 2026· 51m 20s· 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
🇧🇪 Chinese · Belgium
977
+14
🇲🇽 Franks · Mexico
968
+14
🇲🇽 Cumans · Mexico
966
+15
🇲🇽 Koreans · Mexico
947
-15
🇲🇽 Berbers · Mexico
936
-14
🇺🇸 Franks · United States
931
-14
Player eAPM Actions Feudal Castle Imperial Opening
28 1,420 14:00 25:16 39:08 ⚔ Drush into Archers
26 1,322 12:53 20:42 38:17 ⛏ Fast Castle
24 1,207 16:04 20:47 45:21 ⛏ Fast Castle
19 971 14:51 18:46 49:37 ⛏ Fast Castle
12 628 17:27 26:20 — ⛏ Fish Boom FC
9 463 14:20 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,550 19,750 10,555 2,190 54,045 57,120
17,755 10,955 13,745 1,655 44,110 48,032
18,735 10,840 9,360 3,465 42,400 46,995
11,615 14,252 6,555 3,105 35,527 38,221
12,505 10,725 2,955 1,600 27,785 28,896
3,600 3,450 0 680 7,730 9,881
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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