AoeStats
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African Clearing

511102525Analyzed
3v3 RM · 5h ago on Oct 3, 2026· 62m 8s· 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
🇲🇽 Franks · Mexico
531
+15
🇮🇳 Huns · India
523
+16
🇮🇳 Bohemians · India
481
+18
🇺🇸 Malay · United States
645
-21
🇧🇷 Celts · Brazil
524
-17
🇸🇰 Bohemians · Slovakia
387
-11
Player eAPM Actions Feudal Castle Imperial Opening
16 975 14:27 20:06 34:59 ⛏ Fish Boom FC
12 758 20:04 37:57 54:07 ⚔ Skirms into Scouts
11 692 16:28 27:58 44:32 ⛏ Fast Castle
11 699 22:16 26:23 46:19 ⛏ Fast Castle
0 3 — — —
0 5 — — —

Resources

Player Food Wood Gold Stone Spent Collected
25,180 31,611 17,270 2,400 76,461 93,755
26,325 24,365 15,550 2,955 69,195 74,936
28,520 16,776 18,895 2,395 66,586 95,796
17,395 15,490 10,480 2,250 45,615 49,317
0 0 0 0 0 0
0 0 0 0 0 0
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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