AoeStats
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African Clearing

504516103Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 56m 3s· 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
🇨🇳 Burmese · China
1244
+14
🇭🇰 Vikings · Hong Kong SAR China
1227
+15
🇨🇭 Muisca · Switzerland
1160
+18
🇺🇸 Huns · United States
1217
-16
🇺🇸 Tupi · United States
1210
-16
🇫🇮 Mongols · Finland
1183
-15
Player eAPM Actions Feudal Castle Imperial Opening
62 3,462 13:33 17:39 34:14 ⛏ Fast Castle
43 2,394 14:25 27:42 55:48
37 2,047 13:13 17:12 38:19 ⛏ Fast Castle
32 1,816 14:51 18:55 38:14 ⛏ Fast Castle
24 1,323 14:21 29:17 48:57 ⚔ M@A into Scouts
17 954 12:57 25:00 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,970 25,043 23,460 5,035 84,508 91,007
18,110 24,425 14,835 3,575 60,945 74,271
23,085 16,500 13,385 2,585 55,555 62,211
16,795 16,694 14,430 2,025 49,944 57,064
21,900 16,992 5,230 850 44,972 46,592
5,855 4,480 1,635 1,400 13,370 13,803
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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