AoeStats
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African Clearing

506596552Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 42m 52s· 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
🇲🇴 Berbers · Macao SAR China
1439
+8
🇪🇸 Goths · Spain
1361
+11
🇨🇳 Magyars · China
1344
+13
🇧🇩 Malians · Bangladesh
1295
-12
🇩🇪 Cumans · Germany
1235
-10
🇪🇸 Khmer · Spain
1229
-10
Player eAPM Actions Feudal Castle Imperial Opening
38 1,620 13:06 22:19 40:16 ⚔ Scout Rush
30 1,291 13:25 19:37 — ⛏ Fast Castle
29 1,252 14:52 26:52 36:56 ⚔ Scout Rush
24 1,011 13:04 18:58 — ⛏ Fast Castle
11 475 14:32 26:12 — ⚔ Scout Rush
10 412 13:22 16:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,365 8,409 9,060 1,125 35,959 39,131
13,725 12,564 5,975 1,850 34,114 37,423
17,170 6,257 4,905 1,500 29,832 31,768
14,790 5,235 4,335 1,615 25,975 30,356
5,305 3,390 1,025 200 9,920 9,479
3,420 1,112 500 0 5,032 5,388
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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