AoeStats
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African Clearing

506683234Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 18m 6s· 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
🇨🇭 Vietnamese · Switzerland
1460
+15
🇨🇭 Gurjaras · Switzerland
1419
+16
🇨🇭 Berbers · Switzerland
1346
+19
🇩🇰 Persians · Denmark
1455
-18
🇩🇪 Burgundians · Germany
1412
-16
🇺🇸 Spanish · United States
1411
-16
Player eAPM Actions Feudal Castle Imperial Opening
43 781 12:12 — — ⚔ Archer Rush
42 769 12:56 — —
40 719 — — —
38 692 13:00 — — ⛏ Fast Castle
22 398 12:20 17:13 — ⛏ Fast Castle
21 384 13:22 17:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,895 1,793 350 100 6,138 5,545
2,550 2,043 730 100 5,423 5,607
3,020 1,565 500 110 5,195 4,679
2,675 1,540 250 100 4,565 4,611
1,550 1,750 50 500 3,850 2,942
2,000 1,200 50 200 3,450 3,254
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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