AoeStats
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African Clearing

510382908Analyzed
3v3 RM · 10h ago on Sep 30, 2026· 42m 40s· 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 · Sweden
1242
+15
🇸🇪 Mongols · Sweden
1236
+15
🇸🇪 Malians · Sweden
1224
+16
🇫🇷 Huns · France
1236
-16
🇫🇷 Celts · France
1219
-15
🇫🇷 Goths · France
1217
-15
Player eAPM Actions Feudal Castle Imperial Opening
32 1,373 11:13 22:23 37:03 ⚔ Scout Rush
28 1,185 14:51 23:27 40:12
27 1,160 14:10 19:22 — ⛏ Fast Castle
23 975 12:44 26:15 —
22 921 14:21 20:58 35:47 ⚔ Archer Rush
19 821 13:22 21:34 39:04 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,245 13,358 11,045 2,900 52,548 52,681
16,130 9,745 7,245 2,200 35,320 38,275
17,390 9,560 4,820 2,450 34,220 36,030
13,245 10,423 5,065 2,280 31,013 33,451
14,730 6,344 7,180 1,485 29,739 35,776
9,195 6,421 2,045 1,340 19,001 21,062
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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