AoeStats
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African Clearing

510805696Analyzed
3v3 RM · 13h ago on Oct 2, 2026· 14m 41s· 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
🇫🇷 Japanese · France
1351
+10
🇨🇳 Mongols · China
1264
+13
🇺🇸 Spanish · United States
1257
+13
🇹🇷 Persians · Türkiye
1431
-20
🇩🇪 Italians · Germany
1091
-8
🇦🇷 Magyars · Argentina
1078
-8
Player eAPM Actions Feudal Castle Imperial Opening
45 656 14:28 — —
36 534 13:05 — —
33 485 12:59 — — ⛏ Fish Boom
26 379 11:50 — — ⚔ M@A Rush
18 271 — — —
10 142 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,550 1,377 235 100 4,262 4,121
2,150 1,491 50 100 3,791 3,910
2,000 1,397 0 100 3,497 3,293
1,850 1,228 50 100 3,228 3,451
1,800 950 50 100 2,900 2,994
1,500 950 50 100 2,600 2,859
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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