AoeStats
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African Clearing

506772885Analyzed
3v3 RM · 18d ago on Sep 15, 2026· 75m 19s· 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
🇵🇪 Goths · Peru
1274
+17
🇨🇳 Hindustanis · China
1265
+17
🇹🇼 Mongols · Taiwan
1210
+20
🇲🇽 Vietnamese · Mexico
1348
-20
🇲🇽 Wu · Mexico
1283
-18
🇲🇽 Lithuanians · Mexico
1252
-16
Player eAPM Actions Feudal Castle Imperial Opening
42 3,196 12:48 17:44 41:27 ⛏ Fast Castle
39 2,967 11:32 18:54 45:31 ⚔ Scout Rush
33 2,486 11:47 16:42 40:19 ⛏ Fast Castle
32 2,419 13:05 17:45 51:27 ⛏ Fast Castle
24 1,790 13:48 19:10 — ⛏ Fast Castle
23 1,696 15:13 21:48 48:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
47,935 18,553 13,285 3,690 83,463 101,622
31,920 16,180 16,985 1,800 66,885 72,137
22,645 21,125 12,600 2,485 58,855 90,256
16,660 22,507 11,310 6,155 56,632 57,117
19,100 23,385 6,650 3,550 52,685 62,379
9,570 15,571 7,405 3,250 35,796 35,258
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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