AoeStats
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African Clearing

505256512Analyzed
3v3 RM · 23d ago on Sep 8, 2026· 82m 33s· 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
🇹🇼 Huns · Taiwan
1347
+14
🇹🇼 Hindustanis · Taiwan
1346
+14
🇹🇼 Mongols · Taiwan
1328
+15
🇫🇮 Magyars · Finland
1337
-15
🇲🇽 Persians · Mexico
1325
-15
🇦🇷 Koreans · Argentina
1271
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 4,158 12:33 17:23 46:04 ⛏ Fast Castle
46 3,788 14:11 20:50 45:54 ⛏ Fast Castle
39 3,217 13:48 18:36 43:47 ⛏ Fast Castle
35 2,877 17:18 20:53 40:25 ⛏ Fast Castle
25 2,050 13:45 22:27 39:05 ⚔ Scout Rush
15 1,253 17:23 21:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
46,345 50,093 19,305 6,375 122,118 126,025
35,900 32,626 47,070 2,940 118,536 137,634
61,285 39,154 10,555 4,505 115,499 116,840
36,770 33,938 19,395 3,750 93,853 113,101
39,030 24,276 23,830 4,360 91,496 104,821
8,470 7,913 1,685 2,100 20,168 22,210
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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