AoeStats
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African Clearing

505845423Analyzed
3v3 RM · 20d ago on Sep 11, 2026· 45m 44s· 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
🇦🇺 Japanese · Australia
1504
+13
🇦🇺 Chinese · Australia
1501
+13
🇦🇺 Persians · Australia
1414
+17
🇧🇾 Vikings · Belarus
1492
-16
🇬🇪 Jurchens · Georgia
1421
-14
🇷🇺 Chinese · Russia
1415
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 2,103 13:38 17:19 35:44 ⛏ Fast Castle
41 1,853 16:06 20:23 — ⛏ Fast Castle
36 1,666 13:58 17:50 40:09 ⛏ Fish Boom FC
32 1,478 13:12 17:35 — ⛏ Fast Castle
32 1,472 12:58 22:05 — ⛏ Fish Boom FC
26 1,171 12:47 16:28 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,030 15,010 14,345 3,660 56,045 66,272
22,720 10,276 6,670 3,100 42,766 43,102
15,985 7,855 12,150 2,270 38,260 40,524
19,650 9,686 6,770 700 36,806 37,309
13,405 13,176 3,410 3,075 33,066 33,598
9,030 9,716 3,305 1,065 23,116 24,526
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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