AoeStats
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African Clearing

511394646Analyzed
3v3 RM · 15d ago on Oct 4, 2026· 21m 43s· 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
🇫🇷 Goths · France
1434
+11
🇫🇷 Vietnamese · France
1406
+12
🇫🇷 Franks · France
1399
+13
vs
🇸🇪 Burmese · Sweden
1356
-13
🇸🇪 Cumans · Sweden
1331
-12
🇸🇪 Teutons · Sweden
1287
-11
Player eAPM Actions Feudal Castle Imperial Opening
44 957 12:13 — — ⚔ Scouts into Towers
42 903 13:18 — — ⚔ Tower Rush
38 819 13:23 17:37 — ⛏ Fast Castle
25 539 12:48 19:54 — ⛏ Fast Castle
23 491 12:43 16:58 — ⛏ Fast Castle
14 302 15:00 19:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,535 3,180 980 100 7,795 7,608
4,245 2,350 590 200 7,385 7,487
4,000 2,405 625 300 7,330 6,574
4,380 1,975 50 500 6,905 7,428
3,250 2,535 845 235 6,865 6,360
3,420 1,455 130 475 5,480 5,576
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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