AoeStats
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African Clearing

506411675Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 57m 57s· 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
🇭🇰 Spanish · Hong Kong SAR China
1400
+12
🇭🇰 Koreans · Hong Kong SAR China
1281
+17
🇭🇰 Persians · Hong Kong SAR China
1257
+19
🇳🇱 Poles · Netherlands
1338
-17
🇬🇧 Berbers · United Kingdom
1314
-16
🇬🇧 Jurchens · United Kingdom
1287
-15
Player eAPM Actions Feudal Castle Imperial Opening
81 4,677 12:52 16:35 43:22 ⛏ Fast Castle
59 3,436 14:40 19:44 — ⛏ Fast Castle
46 2,653 12:00 24:59 42:59 ⚔ Scouts into Archers
40 2,305 11:54 28:15 47:04 ⚔ Scout Rush
37 2,152 13:52 20:12 47:36 ⛏ Fast Castle
37 2,166 13:33 28:01 49:01 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
39,870 12,749 28,140 2,535 83,294 87,393
32,685 18,537 10,515 3,365 65,102 77,636
25,745 11,533 8,370 1,700 47,348 63,036
20,475 16,122 7,725 1,925 46,247 53,577
9,100 16,707 7,810 1,835 35,452 38,136
10,775 13,872 4,610 1,805 31,062 39,906
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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