AoeStats
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African Clearing

510352202Analyzed
3v3 RM · 12h ago on Sep 30, 2026· 23m 19s· 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
🇨🇴 Vietnamese · Colombia
1425
+8
🇬🇧 Chinese · United Kingdom
1343
+11
🇺🇸 Mongols · United States
1249
+14
🇨🇳 Vietnamese · China
1246
-12
🇨🇳 Saracens · China
1231
-11
🇨🇳 Burgundians · China
1208
-10
Player eAPM Actions Feudal Castle Imperial Opening
40 944 13:23 17:27 — ⛏ Fast Castle
38 878 12:56 — — ⚔ Drush into Archers
32 749 12:55 18:35 — ⚔ FC into Archers
28 645 13:42 22:40 — ⛏ Fast Castle
25 579 11:34 19:45 — ⚔ Scout Rush
25 586 15:10 20:40 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
5,485 2,960 1,025 200 9,670 9,495
4,060 3,455 1,145 225 8,885 9,390
4,100 2,438 950 865 8,353 8,247
4,205 2,853 665 200 7,923 8,048
3,530 2,637 475 975 7,617 7,266
3,500 1,775 250 100 5,625 7,269
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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