AoeStats
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African Clearing

505280991Analyzed
3v3 RM · 25d ago on Sep 8, 2026· 41m 13s· 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
🇻🇪 Armenians · Venezuela
1369
+11
🇨🇴 Mongols · Colombia
1219
+17
🇨🇴 Vietnamese · Colombia
1195
+17
🇩🇪 Spanish · Germany
1292
-17
🇩🇪 Vietnamese · Germany
1208
-14
1208
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 1,378 13:10 27:39 — ⚔ Drush
26 1,092 13:21 17:37 33:11 ⛏ Fast Castle
22 900 13:10 17:44 40:34 ⛏ Fast Castle
21 873 14:46 18:31 — ⛏ Fast Castle
20 843 13:11 17:33 — ⛏ Fast Castle
20 804 14:03 18:00 38:51 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,325 14,291 5,990 5,135 39,741 42,306
15,060 10,845 6,410 1,900 34,215 35,953
9,050 8,835 3,940 1,800 23,625 31,815
8,325 8,242 4,840 1,500 22,907 24,862
11,165 6,205 2,345 200 19,915 19,629
5,510 7,278 780 1,190 14,758 15,378
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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