AoeStats
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African Clearing

504529894Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 49m 21s· 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
🇪🇸 Khmer · Spain
1226
+16
1210
+17
🇪🇸 Romans · Spain
1197
+17
🇵🇹 Persians · Portugal
1242
-17
🇩🇪 Vietnamese · Germany
1241
-18
🇨🇭 Wei · Switzerland
1195
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 2,105 12:40 17:43 35:33 ⛏ Fast Castle
35 1,718 13:42 20:25 37:53 ⛏ Fast Castle
27 1,315 12:25 22:01 48:16 ⚔ Scout Rush
26 1,306 14:00 23:35 42:02 ⚔ Archer Rush
21 1,035 12:23 19:45 41:54 ⛏ Fast Castle
21 1,047 14:08 27:39 — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
22,845 19,713 15,100 1,050 58,708 64,464
20,140 25,305 7,610 2,395 55,450 69,106
20,275 11,495 8,970 2,575 43,315 48,667
16,380 15,025 6,175 1,550 39,130 47,939
12,590 9,185 3,240 1,580 26,595 27,872
5,125 4,191 700 480 10,496 12,149
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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