AoeStats
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African Clearing

510589129Analyzed
3v3 RM · 12h ago on Oct 1, 2026· 21m 24s· 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
🇨🇭 Vietnamese · Switzerland
1251
+12
🇨🇭 Mongols · Switzerland
1250
+12
🇨🇭 Huns · Switzerland
1111
+22
🇲🇽 Varangians · Mexico
1187
-15
🇹🇼 Malians · Taiwan
1166
-14
🇪🇸 Italians · Spain
1120
-12
Player eAPM Actions Feudal Castle Imperial Opening
36 772 12:20 — — ⚔ Scouts into Archers
28 608 12:21 — — ⚔ Archer Rush
27 570 13:03 17:34 — ⛏ Fast Castle
21 441 13:58 18:32 — ⛏ Fast Castle
16 344 14:10 19:21 — ⛏ Fast Castle
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,720 2,820 890 100 7,530 8,946
3,125 2,706 820 100 6,751 6,913
3,380 2,210 575 200 6,365 5,795
3,365 2,249 380 225 6,219 5,748
3,300 1,550 925 100 5,875 5,933
0 0 0 0 0 0
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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