AoeStats
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African Clearing

510400261Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 62m 7s· 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 · France
1053
+16
🇫🇷 Japanese · France
1033
+17
🇫🇷 Hindustanis · France
1021
+17
🇳🇱 Celts · Netherlands
1067
-18
🇺🇸 Bohemians · United States
1062
-17
🇨🇴 Persians · Colombia
1006
-15
Player eAPM Actions Feudal Castle Imperial Opening
33 2,068 15:36 21:06 47:51 ⛏ Fast Castle
31 1,934 14:21 22:03 41:18 ⚔ M@A into Scouts FC
29 1,828 15:39 22:49 44:57 ⛏ Fast Castle
15 950 15:59 28:36 50:22 ⚔ M@A Rush
14 883 22:30 36:20 49:40 ⚔ M@A into Towers
9 530 22:39 — — ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
20,270 23,970 13,605 3,400 61,245 72,159
20,740 20,799 5,110 2,750 49,399 58,258
16,520 15,030 9,040 3,250 43,840 43,804
16,585 13,760 8,105 1,950 40,400 43,114
11,585 12,780 7,005 5,900 37,270 40,643
5,140 3,585 200 350 9,275 8,705
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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