AoeStats
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African Clearing

505971414Analyzed
3v3 RM · 21d ago on Sep 11, 2026· 58m 27s· 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
🇪🇸 Koreans · Spain
1696
+9
🇪🇸 Shu · Spain
1658
+11
🇪🇸 Vikings · Spain
1599
+13
🇸🇪 Byzantines · Sweden
1556
-12
🇨🇳 Turks · China
1553
-12
🇨🇳 Cumans · China
1491
-9
Player eAPM Actions Feudal Castle Imperial Opening
66 3,844 13:34 17:45 38:06 ⛏ Fast Castle
65 3,804 13:10 17:19 36:20 ⛏ Fish Boom FC
50 2,912 13:14 25:02 41:51 ⛏ Fast Castle
48 2,788 13:28 17:10 36:27 ⛏ Fast Castle
41 2,399 11:08 22:36 36:34 ⚔ Scout Rush
40 2,336 14:44 18:29 37:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,530 35,049 16,750 4,465 78,794 95,034
43,625 15,078 13,220 4,710 76,633 85,026
30,155 23,772 15,510 2,350 71,787 74,343
35,620 11,928 13,570 1,050 62,168 66,905
18,250 25,347 15,245 3,220 62,062 71,035
14,835 18,817 11,550 1,900 47,102 51,391
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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