AoeStats
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African Clearing

506166321Analyzed
3v3 RM · 2mo ago on Sep 12, 2026· 13m 35s· 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
🇨🇳 Mapuche · China
1243
+15
🇭🇰 Khitans · Hong Kong SAR China
1228
+16
🇩🇰 Maya · Denmark
1195
+17
vs
🇵🇪 Muisca · Peru
1277
-18
🇵🇾 Celts · Paraguay
1228
-16
🇨🇮 Vietnamese · Côte d’Ivoire
1179
-14
Player eAPM Actions Feudal Castle Imperial Opening
91 1,243 — — —
40 547 — — —
34 465 — — —
30 405 — — —
29 398 13:01 — —
29 394 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,150 1,250 50 200 3,650 3,486
2,100 910 50 100 3,160 2,659
1,700 1,274 50 100 3,124 2,984
1,900 1,034 50 100 3,084 3,121
2,200 700 50 0 2,950 4,004
1,800 637 50 100 2,587 2,834
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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