AoeStats
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African Clearing

510461419Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 62m 26s· 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
🇺🇸 Turks · United States
1269
+17
🇺🇸 Saxons · United States
1237
+18
🇺🇸 Mongols · United States
1226
+19
🇲🇽 Hindustanis · Mexico
1304
-19
🇵🇹 Japanese · Portugal
1293
-18
🇺🇸 Bulgarians · United States
1274
-17
Player eAPM Actions Feudal Castle Imperial Opening
40 2,487 13:46 18:31 45:41 ⛏ Fast Castle
37 2,341 13:55 18:46 46:40 ⛏ Fast Castle
36 2,251 15:25 19:58 40:22 ⛏ Fast Castle
33 2,068 12:25 26:47 47:14 ⚔ Scout Rush
26 1,626 11:24 24:39 59:46 ⚔ Scout Rush
25 1,533 14:54 20:02 55:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,545 37,492 19,395 8,450 85,882 91,683
44,955 20,168 14,585 2,675 82,383 88,165
26,140 28,386 20,790 3,695 79,011 94,074
30,730 25,620 16,745 2,900 75,995 78,125
19,510 19,464 10,355 1,685 51,014 55,229
19,160 12,245 7,410 2,850 41,665 45,124
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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