AoeStats
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African Clearing

510450499Analyzed
3v3 RM · 12d ago on Oct 1, 2026· 26m 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
🇵🇪 Tatars · Peru
1262
+15
🇺🇸 Mongols · United States
1218
+16
🇨🇴 Chinese · Colombia
1207
+17
vs
🇨🇦 Dravidians · Canada
1239
-16
🇺🇸 Cumans · United States
1224
-16
🇺🇸 Tatars · United States
1222
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 1,365 12:41 22:12 — ⚔ Scout Rush
46 1,221 12:17 17:52 — ⚔ Scout Rush
41 1,084 13:48 17:49 — ⛏ Fish Boom FC
34 915 14:41 18:23 — ⛏ Fast Castle
23 612 12:44 16:52 — ⛏ Fast Castle
21 569 13:32 18:05 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,775 5,602 565 1,235 13,177 13,685
7,065 4,425 940 395 12,825 12,626
6,700 4,040 620 300 11,660 12,199
6,975 3,752 250 400 11,377 13,024
4,400 3,881 1,780 100 10,161 10,400
3,875 2,398 450 100 6,823 7,096
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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