AoeStats
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African Clearing

510468775Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 58m 53s· 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
🇨🇷 Franks · Costa Rica
898
+11
🇺🇸 Malay · United States
865
+12
🇨🇳 Goths · China
819
+13
🇲🇽 Saracens · Mexico
805
-13
🇲🇽 Georgians · Mexico
804
-13
🇲🇽 Goths · Mexico
708
-10
Player eAPM Actions Feudal Castle Imperial Opening
26 1,532 13:47 21:14 38:21 ⛏ Fish Boom FC
23 1,348 15:36 19:46 36:18 ⛏ Fast Castle
17 1,005 15:02 22:14 37:17 ⛏ Fast Castle
17 1,003 15:24 19:21 34:46 ⛏ Fast Castle
15 890 14:42 25:20 43:13 ⚔ Scout Rush
7 393 15:01 31:06 —

Resources

Player Food Wood Gold Stone Spent Collected
32,420 21,345 15,645 2,355 71,765 88,220
31,950 20,380 9,380 2,100 63,810 94,734
24,695 12,990 11,955 4,200 53,840 70,567
14,600 8,791 8,595 1,900 33,886 36,377
12,810 9,240 5,815 1,700 29,565 31,276
7,775 5,765 785 700 15,025 17,152
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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