AoeStats
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African Clearing

504514811Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 27m 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
🇪🇸 Mongols · Spain
1561
+5
🇪🇸 Vietnamese · Spain
1269
+15
🇪🇸 Portuguese · Spain
979
+94
🇸🇪 Britons · Sweden
1291
-17
🇨🇳 Mapuche · China
1255
-15
🇸🇪 Franks · Sweden
1199
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 1,492 10:30 21:52 — ⚔ Scout Rush
36 968 15:54 20:19 — ⛏ Fast Castle
20 539 11:58 26:20 — ⚔ Towers FC
18 499 14:41 20:21 — ⛏ Fast Castle
18 480 12:16 25:06 — ⚔ Archer Rush
13 357 15:56 — —

Resources

Player Food Wood Gold Stone Spent Collected
6,040 6,395 2,725 325 15,485 14,956
4,575 3,465 955 1,425 10,420 10,333
4,795 3,075 250 300 8,420 9,415
2,925 4,080 190 100 7,295 8,550
3,775 1,854 300 1,100 7,029 7,106
3,800 1,832 250 200 6,082 5,719
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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