AoeStats
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African Clearing

511595877Analyzed
3v3 RM · 10d ago on Oct 5, 2026· 32m 19s· 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
🇳🇱 Malians · Netherlands
1196
+15
🇩🇪 Vikings · Germany
1191
+15
🇫🇷 Franks · France
1147
+17
vs
🇲🇽 Sicilians · Mexico
1217
-17
🇲🇽 Mongols · Mexico
1148
-15
🇲🇽 Dravidians · Mexico
1147
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 1,336 13:10 21:10 — ⚔ Towers FC into Archers
31 1,013 12:34 20:18 — ⚔ Archer Rush
27 857 13:35 21:06 — ⚔ Scout Rush
26 836 13:33 18:49 — ⛏ Fast Castle
21 666 12:45 20:45 — ⚔ Scout Rush
15 481 14:01 20:40 —

Resources

Player Food Wood Gold Stone Spent Collected
7,390 4,775 1,860 1,250 15,275 15,228
7,365 3,986 2,275 980 14,606 17,194
5,975 5,027 1,300 1,600 13,902 14,533
6,710 3,178 1,510 1,355 12,753 12,682
5,405 4,310 2,575 375 12,665 12,451
4,455 3,539 650 1,050 9,694 9,468
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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