AoeStats
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African Clearing

505287028Analyzed
3v3 RM · 25d ago on Sep 8, 2026· 51m 30s· 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
🇹🇷 Khmer · Türkiye
1261
+14
🇩🇪 Berbers · Germany
1210
+16
🇧🇷 Persians · Brazil
1207
+17
🇩🇪 Spanish · Germany
1275
-17
🇩🇪 Vietnamese · Germany
1194
-15
1194
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 2,018 12:31 16:53 47:09 ⛏ Fast Castle
36 1,834 15:01 18:19 33:22 ⛏ Fast Castle
32 1,635 13:53 17:43 38:09 ⛏ Fast Castle
28 1,460 13:35 21:29 42:04 ⛏ Fast Castle
26 1,338 15:00 20:00 40:27 ⛏ Fast Castle
17 874 13:34 17:47 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,550 32,997 16,040 1,845 85,432 87,225
28,175 17,855 14,620 2,575 63,225 68,675
15,000 18,795 11,240 2,550 47,585 60,883
21,230 9,651 11,590 2,000 44,471 50,291
12,175 14,930 11,695 2,350 41,150 41,435
11,900 12,714 1,640 2,790 29,044 31,740
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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