AoeStats
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African Clearing

511102411Analyzed
3v3 RM · 13d ago on Oct 3, 2026· 39m 55s· 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
🇧🇷 Turks · Brazil
1426
+15
🇹🇷 Koreans · Türkiye
1400
+16
🇹🇷 Tatars · Türkiye
1359
+18
vs
🇩🇪 Bengalis · Germany
1411
-17
🇩🇪 Malay · Germany
1406
-16
🇩🇪 Slavs · Germany
1384
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 1,985 12:50 20:38 — ⚔ Archer Rush
47 1,870 12:56 25:16 — ⚔ Scout Rush
40 1,589 12:56 25:02 — ⚔ Archer Rush
35 1,412 12:10 16:04 — ⛏ Fast Castle
26 1,019 12:38 16:31 — ⛏ Fast Castle
25 1,001 14:13 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,945 10,152 1,745 750 30,592 32,872
10,245 8,590 5,800 1,625 26,260 30,050
8,370 8,880 4,125 1,150 22,525 23,802
9,650 7,264 2,625 2,910 22,449 23,305
8,755 8,714 4,180 310 21,959 24,118
3,100 3,048 50 740 6,938 7,885
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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