AoeStats
← Mob Psycho 100

African Clearing

510638743Analyzed
3v3 RM · 16h ago on Oct 1, 2026· 52m 30s· 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 · United States
1117
+15
🇧🇴 Malay · Bolivia
1075
+17
🇨🇴 Vikings · Colombia
1050
+18
🇨🇴 Varangians · Colombia
1142
-18
🇦🇷 Huns · Argentina
1117
-18
🇨🇴 Mongols · Colombia
1038
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 2,302 13:43 18:02 32:02 ⛏ Fast Castle
33 1,722 14:52 27:13 52:18 ⚔ M@A into Archers into Skirms
28 1,486 13:46 19:37 38:18 ⛏ Fast Castle
28 1,491 11:17 16:09 34:03 ⛏ Fast Castle
26 1,357 13:38 22:04 43:11 ⚔ M@A into Skirms
21 1,085 16:04 20:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,195 19,857 17,445 1,000 64,497 70,942
17,860 20,920 12,985 3,550 55,315 74,222
14,130 16,985 14,315 3,200 48,630 62,966
19,705 13,588 4,935 2,150 40,378 40,551
13,290 9,940 4,495 2,370 30,095 34,864
9,575 12,478 4,385 1,210 27,648 31,409
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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