AoeStats
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African Clearing

511356426Analyzed
3v3 RM · 9d ago on Oct 4, 2026· 16m 37s· 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
🇪🇸 Mongols · Spain
1681
+7
🇪🇸 Teutons · Spain
1611
+10
🇪🇸 Vietnamese · Spain
1578
+11
vs
🇺🇸 Japanese · United States
1486
-10
🇨🇿 Inca · Czechia
1479
-10
🇺🇸 Khitans · United States
1443
-8
Player eAPM Actions Feudal Castle Imperial Opening
51 846 11:35 — — ⚔ Scout Rush
42 695 11:05 — — ⚔ Scout Rush
37 623 11:53 — — ⚔ Archer Rush
29 482 13:27 — — ⛏ Fast Castle
24 401 13:42 — — ⛏ Fast Castle
22 361 13:17 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,915 1,500 50 100 5,565 5,871
3,090 1,860 50 100 5,100 4,867
2,175 1,771 505 130 4,581 4,353
2,550 1,283 250 130 4,213 4,170
2,750 1,133 200 100 4,183 4,820
2,400 1,349 250 100 4,099 4,411
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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