AoeStats
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African Clearing

506471024Analyzed
3v3 RM · 19d ago on Sep 13, 2026· 45m 2s· 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
🇬🇧 Hindustanis · United Kingdom
1095
+11
🇬🇧 Inca · United Kingdom
1088
+11
🇬🇧 Gurjaras · United Kingdom
1072
+12
🇳🇱 Tatars · Netherlands
998
-12
🇬🇧 Huns · United Kingdom
963
-11
🇩🇪 Huns · Germany
960
-11
Player eAPM Actions Feudal Castle Imperial Opening
45 2,025 14:32 19:50 — ⛏ Fast Castle
29 1,303 12:16 19:53 — ⛏ Fast Castle
26 1,174 14:49 20:39 40:26
22 1,007 11:16 22:14 — ⚔ Scout Rush
21 951 13:47 18:09 41:39 ⛏ Fast Castle
21 957 14:54 25:45 40:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,550 9,990 5,125 1,490 30,155 37,762
10,295 9,868 6,405 1,145 27,713 30,422
9,560 9,915 4,805 300 24,580 26,208
11,495 7,110 3,495 1,600 23,700 25,677
10,210 5,981 3,350 1,700 21,241 22,953
9,545 6,500 770 1,600 18,415 20,925
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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