AoeStats
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African Clearing

510862598Analyzed
3v3 RM · 17h ago on Oct 2, 2026· 41m 52s· 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
🇫🇷 Berbers · France
1377
+11
🇫🇷 Japanese · France
1355
+11
🇫🇷 Mongols · France
1344
+12
🇨🇴 Portuguese · Colombia
1342
-15
🇺🇸 Mongols · United States
1253
-11
🇺🇸 Huns · United States
1162
-8
Player eAPM Actions Feudal Castle Imperial Opening
48 2,025 12:53 26:04 — ⚔ M@A Rush
40 1,659 11:58 17:07 — ⚔ Scout Rush
38 1,607 12:34 — — ⚔ Scouts into Towers
30 1,258 13:35 18:23 39:20 ⛏ Fast Castle
21 862 14:03 19:56 39:38 ⛏ Fast Castle
21 863 14:34 18:25 35:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,270 10,944 5,755 3,420 34,389 36,027
12,245 8,449 5,925 1,800 28,419 30,856
11,010 10,020 4,205 1,700 26,935 30,429
9,590 10,785 2,700 2,480 25,555 26,452
8,020 7,451 3,410 2,260 21,141 21,461
5,105 4,662 100 1,675 11,542 12,473
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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