AoeStats
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African Clearing

510386024Analyzed
3v3 RM · 3d ago on Sep 30, 2026· 38m 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
🇪🇸 Mongols · Spain
738
+16
🇬🇧 Lithuanians · United Kingdom
733
+16
🇧🇪 Celts · Belgium
705
+17
🇮🇹 Britons · Italy
766
-17
🇨🇱 Romans · Chile
739
-17
🇹🇷 Mongols · Türkiye
700
-15
Player eAPM Actions Feudal Castle Imperial Opening
67 2,549 15:43 24:29 36:44 ⛏ Fast Castle
25 939 15:17 24:06 — ⚔ M@A into Archers into Skirms
20 773 15:52 28:09 34:46 ⚔ M@A Rush
16 614 18:03 29:53 — ⚔ Drush into Scouts
11 410 15:57 32:33 —
1 51 — — —

Resources

Player Food Wood Gold Stone Spent Collected
11,090 36,885 3,520 2,350 53,845 54,828
9,405 5,460 340 1,050 16,255 19,289
7,330 5,310 1,600 1,050 15,290 17,708
6,840 3,728 1,550 920 13,038 13,896
6,525 4,270 535 1,140 12,470 20,047
0 0 0 0 0 0
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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