AoeStats
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African Clearing

511503103Analyzed
3v3 RM · 12d ago on Oct 5, 2026· 30m 26s· 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
🇦🇺 Japanese · Australia
1138
+9
🇦🇺 Cumans · Australia
947
+16
🇦🇺 Muisca · Australia
899
+18
vs
🇬🇧 Ethiopians · United Kingdom
978
-15
🇫🇷 Japanese · France
973
-15
🇹🇷 Persians · Türkiye
928
-13
Player eAPM Actions Feudal Castle Imperial Opening
24 729 12:22 16:19 — ⛏ Fast Castle
18 544 14:49 19:18 — ⛏ Fast Castle
17 505 15:47 27:43 — ⛏ Fast Castle
14 436 14:58 20:52 — ⚔ FC into Archers
14 433 14:37 26:16 — ⚔ Champi Rush
8 247 15:27 20:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,845 2,650 2,080 0 13,575 13,917
5,425 4,595 1,675 1,050 12,745 13,690
4,350 4,594 1,020 205 10,169 10,782
4,255 2,850 1,165 225 8,495 9,147
4,605 2,805 575 225 8,210 7,936
4,690 2,235 860 140 7,925 10,050
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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