AoeStats
← Red Calypso

African Clearing

504353108Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 34m 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
🇲🇽 Poles · Mexico
1740
+5
🇲🇽 Vietnamese · Mexico
1692
+7
🇲🇽 Franks · Mexico
1390
+17
🇩🇪 Vietnamese · Germany
1524
-12
🇩🇪 Mongols · Germany
1461
-10
🇦🇹 Vietnamese · Austria
1376
-7
Player eAPM Actions Feudal Castle Imperial Opening
56 1,933 11:28 24:39 — ⚔ Scout Rush
49 1,696 14:28 19:14 — ⛏ Fast Castle
44 1,528 14:32 19:46 — ⚔ Archer Rush
41 1,397 12:40 24:15 — ⚔ Scout Rush
36 1,237 14:31 18:36 — ⛏ Fast Castle
31 1,066 13:22 17:21 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,110 6,827 3,670 600 22,207 22,134
8,670 8,370 2,070 1,175 20,285 21,938
8,095 6,744 3,175 200 18,214 18,170
6,725 6,657 2,495 2,055 17,932 19,398
7,350 4,466 770 975 13,561 14,231
5,780 5,590 1,640 300 13,310 13,778
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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