AoeStats
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African Clearing

511862916Analyzed
3v3 RM · 6d ago on Oct 7, 2026· 55m 3s· 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
🇨🇱 Hindustanis · Chile
1561
+13
🇨🇱 Magyars · Chile
1518
+15
🇨🇱 Huns · Chile
1510
+15
vs
🇧🇷 Jurchens · Brazil
1514
-15
🇨🇦 Koreans · Canada
1503
-15
🇨🇦 Burmese · Canada
1465
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 3,193 13:51 18:34 40:44 ⛏ Fast Castle
54 2,954 12:01 17:03 39:52 ⛏ Fast Castle
49 2,694 12:37 16:41 40:29 ⛏ Fast Castle
43 2,365 11:10 22:24 41:21 ⚔ Scout Rush
35 1,904 14:58 18:52 44:29 ⛏ Fast Castle
34 1,865 13:08 18:43 50:17 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
26,160 19,805 14,960 6,500 67,425 69,693
33,245 16,798 14,585 2,300 66,928 72,431
20,570 22,437 18,635 4,850 66,492 70,091
15,210 28,285 7,965 4,150 55,610 56,392
20,045 12,974 12,555 2,350 47,924 51,684
15,180 17,807 4,365 1,250 38,602 41,858
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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