AoeStats
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African Clearing

512695214Analyzed
3v3 RM · 8d ago on Oct 10, 2026· 50m 19s· 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
🇨🇳 Romans · China
905
+37
🇨🇱 Magyars · Chile
862
+15
🇵🇪 Huns · Peru
839
+16
vs
🇷🇺 Lithuanians · Russia
871
-16
🇩🇪 Franks · Germany
864
-15
🇧🇪 Huns · Belgium
793
-28
Player eAPM Actions Feudal Castle Imperial Opening
23 1,180 13:01 25:18 42:29 ⚔ Scout Rush
22 1,087 14:11 25:54 39:18 ⚔ Scout Rush
12 609 15:37 20:50 38:13 ⛏ Fish Boom FC
12 618 15:57 29:35 39:08
8 405 13:55 26:30 40:34 ⚔ Scout Rush
6 284 21:11 40:22 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,580 11,260 14,130 4,525 54,495 65,453
22,950 10,075 9,540 2,360 44,925 45,857
10,625 10,175 5,950 950 27,700 39,189
11,715 8,740 3,190 1,500 25,145 34,222
10,235 5,982 2,530 1,645 20,392 25,202
7,230 3,695 1,350 225 12,500 18,649
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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