AoeStats
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African Clearing

506696291Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 38m 34s· 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
1251
+18
🇨🇳 Vietnamese · China
1235
+18
🇨🇳 Mongols · China
1208
+19
🇳🇴 Vietnamese · Norway
1343
-21
🇳🇴 Armenians · Norway
1335
-20
🇳🇴 Georgians · Norway
1169
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 1,794 12:57 37:17 — ⚔ Archer Rush
44 1,688 14:06 19:54 — ⛏ Fast Castle
41 1,589 13:11 27:38 — ⚔ Scout Rush
33 1,262 13:59 18:15 — ⛏ Fast Castle
29 1,111 13:03 16:43 37:41 ⛏ Fast Castle
24 942 13:53 18:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,455 9,026 9,695 1,050 36,226 36,567
7,570 10,358 5,435 500 23,863 23,500
9,980 6,019 1,920 1,900 19,819 21,447
7,755 5,298 530 950 14,533 15,245
5,595 4,805 1,240 200 11,840 11,695
5,000 4,480 480 1,800 11,760 11,369
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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