AoeStats
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African Clearing

510624827Analyzed
3v3 RM · 14h ago on Oct 1, 2026· 26m 39s· 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
🇲🇽 Danes · Mexico
1205
+13
🇦🇷 Mongols · Argentina
1167
+14
🇺🇸 Hindustanis · United States
1159
+15
🇪🇸 Danes · Spain
1169
-16
🇲🇰 Saracens · North Macedonia
1115
-13
🇧🇷 Franks · Brazil
1108
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 1,003 14:27 20:07 — ⛏ Fast Castle
32 852 12:13 17:07 — ⛏ Fast Castle
25 660 13:28 17:11 — ⛏ Fast Castle
23 620 12:33 17:11 — ⛏ Fast Castle
16 438 16:32 20:58 — ⛏ Fast Castle
11 286 16:06 20:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,925 3,360 1,760 100 10,145 10,618
5,630 3,210 335 950 10,125 10,919
4,720 3,441 770 290 9,221 10,484
5,410 2,347 610 750 9,117 8,749
4,870 3,086 750 205 8,911 10,080
3,625 2,530 625 1,500 8,280 7,722
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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