AoeStats
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African Clearing

513174318Analyzed
3v3 RM · 5d ago on Oct 12, 2026· 26m 35s· 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
🇹🇼 Berbers · Taiwan
1761
+4
🇹🇼 Chinese · Taiwan
1754
+4
🇹🇼 Varangians · Taiwan
1746
+5
vs
🇹🇼 Khmer · Taiwan
1513
-5
🇹🇼 Danes · Taiwan
1453
-5
🇹🇼 Persians · Taiwan
1336
-3
Player eAPM Actions Feudal Castle Imperial Opening
56 1,496 11:21 — — ⚔ Scout Rush
44 1,173 12:36 17:02 — ⚔ FC into Archers
39 1,030 13:09 16:46 — ⛏ Fast Castle
35 928 13:44 — — ⚔ M@A Rush
32 850 12:44 16:18 — ⛏ Fast Castle
28 749 13:05 25:13 —

Resources

Player Food Wood Gold Stone Spent Collected
4,850 4,735 1,610 950 12,145 11,904
5,700 4,468 925 260 11,353 11,486
4,810 4,392 960 590 10,752 10,897
5,030 3,280 635 225 9,170 9,816
6,270 2,430 150 125 8,975 10,088
4,420 3,106 250 105 7,881 8,757
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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