AoeStats
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African Clearing

510596821Analyzed
3v3 RM · 12h ago on Oct 1, 2026· 60m 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
🇧🇷 Malians · Brazil
1214
+13
🇲🇽 Varangians · Mexico
1172
+15
🇧🇷 Burmese · Brazil
1046
+19
🇧🇪 Huns · Belgium
1179
-17
🇧🇪 Persians · Belgium
1177
-17
🇧🇪 Huns · Belgium
1076
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 2,378 13:49 18:55 39:32 ⛏ Fast Castle
37 2,229 12:44 24:39 49:19 ⚔ Scout Rush
34 2,045 18:04 22:54 36:24 ⛏ Fast Castle
30 1,830 11:22 21:30 47:47 ⚔ Scout Rush
23 1,406 17:22 21:10 — ⛏ Fast Castle
14 860 13:43 26:01 50:24 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
42,190 14,395 19,220 1,050 76,855 82,540
31,835 16,940 12,555 4,100 65,430 75,415
22,240 18,279 15,680 850 57,049 62,238
27,890 20,002 7,660 1,300 56,852 78,758
26,725 13,520 8,920 3,100 52,265 64,777
17,360 7,793 7,670 2,350 35,173 45,228
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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