AoeStats
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African Clearing

506691353Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 30m 25s· 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 · Austria
1342
+12
🇮🇪 Lithuanians · Ireland
1301
+13
🇵🇪 Mongols · Peru
1271
+14
🇨🇳 Poles · China
1265
-14
🇨🇳 Vietnamese · China
1248
-13
🇨🇳 Mongols · China
1220
-12
Player eAPM Actions Feudal Castle Imperial Opening
49 1,486 12:07 16:00 — ⛏ Fast Castle
42 1,265 11:57 — — ⚔ Scouts into Towers
32 965 12:39 16:41 — ⛏ Fast Castle
31 933 13:05 — — ⚔ Tower Rush
25 772 13:53 17:37 — ⛏ Fast Castle
23 710 12:06 22:31 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,930 3,225 1,470 200 12,825 15,058
5,715 4,333 1,420 1,090 12,558 13,089
6,490 3,754 635 750 11,629 13,318
6,080 3,800 535 950 11,365 11,678
5,640 3,703 300 725 10,368 10,516
4,365 2,545 300 450 7,660 7,921
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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