AoeStats
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African Clearing

511101741Analyzed
3v3 RM · 14d ago on Oct 3, 2026· 41m 8s· 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
🇬🇧 Jurchens · United Kingdom
1433
+14
🇲🇽 Japanese · Mexico
1431
+14
🇮🇹 Teutons · Italy
1364
+17
vs
🇬🇧 Ethiopians · United Kingdom
1400
-16
🇭🇺 Maya · Hungary
1393
-15
🇺🇸 Goths · United States
1368
-14
Player eAPM Actions Feudal Castle Imperial Opening
41 1,674 13:38 17:51 — ⛏ Fast Castle
41 1,674 14:21 18:33 — ⛏ Fish Boom FC
40 1,629 14:09 18:25 38:50 ⛏ Fast Castle
38 1,578 10:50 20:21 38:31 ⚔ Scout Rush
34 1,406 13:05 32:56 — ⛏ Fast Castle
28 1,136 13:29 17:39 35:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,050 12,651 7,435 1,450 41,586 45,210
14,420 14,599 5,480 3,120 37,619 38,426
16,495 8,922 4,900 1,700 32,017 36,653
11,660 6,157 2,400 2,915 23,132 32,518
10,700 5,575 2,295 1,510 20,080 21,930
7,900 6,656 885 1,070 16,511 17,106
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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