AoeStats
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African Clearing

510430367Analyzed
3v3 RM · 15h ago on Oct 1, 2026· 49m 34s· 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
🇺🇸 Khmer · United States
1079
+17
🇲🇽 Persians · Mexico
1059
+18
🇷🇺 Mongols · Russia
1009
+21
🇨🇱 Franks · Chile
1155
-20
🇦🇹 Varangians · Austria
1105
-19
🇨🇱 Wu · Chile
1059
-17
Player eAPM Actions Feudal Castle Imperial Opening
43 2,139 14:46 19:23 44:47 ⛏ Fast Castle
39 1,911 14:24 22:22 — ⚔ Drush into Scouts
33 1,613 14:51 20:50 — ⛏ Fast Castle
31 1,527 13:25 26:15 41:30 ⚔ Scout Rush
20 978 15:08 20:24 43:17 ⛏ Fast Castle
15 756 15:50 22:04 38:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,875 11,120 7,945 1,600 39,540 49,157
17,620 9,275 6,275 2,250 35,420 39,005
8,330 11,447 5,125 1,365 26,267 29,131
9,845 8,770 3,345 2,365 24,325 24,836
7,625 7,395 3,380 2,375 20,775 22,598
7,850 6,420 2,775 985 18,030 18,607
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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