AoeStats
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African Clearing

510754965Analyzed
3v3 RM · 21h ago on Oct 2, 2026· 46m 10s· 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 · Argentina
1086
+17
🇧🇷 Persians · Brazil
1084
+17
🇫🇷 Franks · France
1033
+19
🇹🇼 Saxons · Taiwan
1196
-21
🇹🇼 Goths · Taiwan
1068
-16
🇹🇼 Hindustanis · Taiwan
1062
-16
Player eAPM Actions Feudal Castle Imperial Opening
34 1,554 13:52 18:08 40:36 ⛏ Fast Castle
30 1,394 14:35 18:39 41:11 ⛏ Fast Castle
29 1,359 15:33 19:50 — ⛏ Fast Castle
26 1,212 12:53 17:01 34:41 ⛏ Fast Castle
26 1,187 14:51 27:14 —
22 1,029 14:45 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,700 11,985 6,305 1,920 39,910 42,106
19,680 8,348 6,175 2,900 37,103 37,944
15,730 10,591 5,470 1,805 33,596 34,700
10,975 7,795 4,460 530 23,760 25,009
8,295 5,926 1,660 675 16,556 19,887
5,550 3,100 280 325 9,255 9,581
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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