AoeStats
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African Clearing

510353206Analyzed
3v3 RM · 17h ago on Sep 30, 2026· 35m 23s· 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
🇺🇸 Jurchens · United States
1190
+15
🇯🇵 Khmer · Japan
1140
+17
🇨🇳 Celts · China
1125
+18
🇲🇽 Mongols · Mexico
1212
-18
🇲🇽 Saracens · Mexico
1211
-19
🇲🇽 Shu · Mexico
1074
-13
Player eAPM Actions Feudal Castle Imperial Opening
73 2,579 15:21 20:36 — ⚔ Drush
56 1,980 16:56 21:06 — ⛏ Fast Castle
50 1,757 13:25 22:25 — ⚔ Scout Rush
44 1,567 11:40 25:14 — ⚔ Scout Rush
25 875 15:38 20:04 — ⛏ Fast Castle
23 825 12:43 20:03 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,650 5,525 1,000 2,150 17,325 18,349
7,395 5,336 1,420 950 15,101 17,066
7,445 4,485 1,775 950 14,655 17,100
6,935 4,035 1,225 950 13,145 16,041
4,730 3,684 585 1,530 10,529 10,473
4,985 3,720 250 425 9,380 9,324
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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