AoeStats
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African Clearing

506888240Analyzed
3v3 RM · 17d ago on Sep 15, 2026· 46m 27s· 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
🇹🇼 Poles · Taiwan
1310
+16
🇹🇼 Mongols · Taiwan
1284
+17
🇹🇼 Huns · Taiwan
1266
+18
🇳🇱 Persians · Netherlands
1321
-18
🇳🇱 Magyars · Netherlands
1298
-17
🇳🇱 Mongols · Netherlands
1284
-16
Player eAPM Actions Feudal Castle Imperial Opening
44 2,055 11:43 22:58 43:54 ⚔ Scout Rush
38 1,759 11:17 30:05 — ⚔ Scout Rush
38 1,765 11:59 27:24 42:53 ⚔ Scout Rush
34 1,585 12:54 17:27 36:26 ⛏ Fast Castle
29 1,345 13:00 22:27 41:39 ⚔ Scout Rush
27 1,234 12:23 23:37 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,370 10,222 10,245 1,255 47,092 48,128
15,285 13,422 7,925 2,800 39,432 42,763
16,695 8,171 10,525 1,500 36,891 37,916
15,085 10,829 4,020 1,150 31,084 33,714
14,550 8,448 3,145 1,580 27,723 28,089
12,500 7,598 3,735 950 24,783 24,603
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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