AoeStats
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African Clearing

510621820Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 56m 32s· 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
🇲🇽 Varangians · Mexico
1151
+15
🇲🇽 Mongols · Mexico
1144
+16
🇪🇸 Hindustanis · Spain
1144
+16
🇸🇪 Malians · Sweden
1157
-16
🇸🇪 Mongols · Sweden
1139
-16
🇳🇴 Danes · Norway
1112
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 2,110 14:19 23:16 52:08
35 1,993 14:53 20:02 36:10 ⛏ Fast Castle
33 1,883 15:26 20:37 41:20 ⛏ Fast Castle
33 1,879 12:45 24:21 46:02 ⚔ Scout Rush
30 1,699 12:46 17:51 48:25 ⛏ Fast Castle
25 1,438 14:17 19:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,805 12,674 17,295 3,500 64,274 67,363
22,480 17,503 7,025 950 47,958 62,459
21,820 15,355 4,430 3,340 44,945 53,896
17,400 12,742 7,470 1,575 39,187 44,319
17,690 11,040 6,840 1,600 37,170 39,572
12,020 5,675 4,775 2,850 25,320 28,630
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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