AoeStats
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African Clearing

510618666Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 64m 2s· 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
🇬🇧 Ethiopians · United Kingdom
1618
+11
🇨🇿 Burmese · Czechia
1549
+14
🇭🇰 Byzantines · Hong Kong SAR China
1507
+16
🇫🇷 Portuguese · France
1582
-16
🇬🇧 Hindustanis · United Kingdom
1531
-15
🇳🇱 Teutons · Netherlands
1406
-10
Player eAPM Actions Feudal Castle Imperial Opening
48 3,087 12:29 16:39 32:47 ⛏ Fast Castle
47 2,988 13:30 18:10 36:07 ⚔ FC into Archers
43 2,766 12:32 32:59 46:44 ⛏ Fast Castle
36 2,318 12:10 15:54 37:19 ⛏ Fast Castle
30 1,904 12:01 21:43 42:17 ⚔ Archer Rush
24 1,557 13:07 17:10 32:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
70,980 28,397 33,965 6,035 139,377 147,358
48,345 14,915 22,155 3,770 89,185 98,596
32,665 28,850 14,310 3,735 79,560 86,774
28,560 28,180 10,895 3,675 71,310 79,679
26,735 27,801 9,030 3,650 67,216 70,569
18,905 23,336 14,265 2,550 59,056 72,156
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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