AoeStats
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African Clearing

510844177Analyzed
3v3 RM · 8h ago on Oct 2, 2026· 34m 10s· 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
🇲🇽 Mongols · Mexico
1080
+13
🇨🇱 Franks · Chile
1043
+14
🇪🇸 Lithuanians · Spain
975
+17
🇩🇪 Khmer · Germany
1048
-17
🇩🇪 Huns · Germany
1007
-15
🇩🇪 Wu · Germany
945
-12
Player eAPM Actions Feudal Castle Imperial Opening
34 1,161 13:55 29:11 — ⚔ Scouts into Towers
32 1,089 14:58 26:11 — ⚔ Scout Rush
29 980 14:51 17:51 — ⛏ Fast Castle
24 815 15:42 20:38 — ⛏ Fast Castle
20 678 13:50 18:30 — ⛏ Fast Castle
18 617 13:36 26:56 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,150 5,920 1,440 1,370 16,880 17,878
8,980 4,615 1,825 950 16,370 16,463
7,995 4,750 2,390 1,050 16,185 17,101
6,395 4,662 870 955 12,882 15,558
5,210 3,089 1,095 805 10,199 11,151
3,760 2,656 1,000 860 8,276 10,410
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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