AoeStats
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African Clearing

510566064Analyzed
3v3 RM · 19h ago on Oct 1, 2026· 32m 40s· 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
🇮🇳 Vietnamese · India
1181
+14
🇮🇳 Huns · India
1181
+14
🇩🇪 Tupi · Germany
1095
+19
🇨🇴 Khmer · Colombia
1148
-16
🇨🇿 Spanish · Czechia
1144
-16
🇩🇪 Magyars · Germany
1124
-15
Player eAPM Actions Feudal Castle Imperial Opening
26 848 15:39 19:32 — ⛏ Fast Castle
24 795 14:07 18:13 — ⛏ Fast Castle
24 794 14:00 19:21 — ⛏ Fast Castle
22 723 15:45 20:21 — ⚔ FC into Archers
20 667 12:27 22:50 — ⚔ Towers FC
12 377 16:41 22:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,675 6,523 2,075 1,275 17,548 18,658
7,555 2,200 3,430 750 13,935 13,298
6,720 4,015 1,940 1,025 13,700 16,620
4,600 4,250 2,840 100 11,790 12,727
4,190 2,917 670 1,400 9,177 9,114
4,875 3,461 400 300 9,036 8,948
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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