AoeStats
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African Clearing

505906170Analyzed
3v3 RM · 21d ago on Sep 11, 2026· 35m 32s· 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
🇨🇳 Poles · China
1236
+14
🇨🇳 Vietnamese · China
1229
+14
🇨🇳 Mongols · China
1217
+15
🇨🇴 Khmer · Colombia
1234
-16
🇭🇰 Dravidians · Hong Kong SAR China
1190
-14
🇦🇷 Huns · Argentina
1164
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 1,895 13:03 32:47 — ⚔ Towers into Scouts
48 1,698 13:22 21:56 — ⚔ Archers into Skirms
44 1,558 13:37 17:22 — ⛏ Fast Castle
36 1,279 14:10 17:42 34:17 ⛏ Fast Castle
25 896 14:04 35:32 — ⚔ Archer Rush
20 709 14:23 18:31 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,085 7,630 8,145 850 31,710 32,277
9,900 8,184 4,005 2,250 24,339 24,864
8,710 8,355 4,950 400 22,415 24,171
8,930 4,875 2,630 850 17,285 19,487
5,385 3,870 1,075 1,080 11,410 13,710
4,085 2,880 455 975 8,395 8,686
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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