AoeStats
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African Clearing

505515729Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 30m 19s· 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
🇺🇸 Koreans · United States
1182
+15
🇦🇷 Italians · Argentina
1135
+17
🇩🇴 Bohemians · Dominican Republic
1081
+19
🇩🇪 Spanish · Germany
1253
-22
🇩🇪 Maya · Germany
1213
-19
🇩🇪 Inca · Germany
985
-10
Player eAPM Actions Feudal Castle Imperial Opening
39 1,169 13:48 19:54 — ⛏ Fast Castle
29 882 14:13 19:05 — ⛏ Fast Castle
25 764 14:47 18:41 — ⛏ Fast Castle
24 718 14:08 18:46 — ⛏ Fast Castle
23 710 17:03 22:39 — ⚔ Drush FC into Archers
19 565 15:28 19:50 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,500 6,570 1,925 850 19,845 20,948
5,820 4,113 660 2,295 12,888 13,181
6,520 3,405 1,670 955 12,550 13,604
5,785 4,270 610 1,050 11,715 14,381
4,925 4,617 1,630 355 11,527 12,437
5,175 3,165 725 300 9,365 10,321
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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