AoeStats
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African Clearing

511573389Analyzed
3v3 RM · 16d ago on Oct 5, 2026· 37m 53s· 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
🇹🇷 Hindustanis · Türkiye
963
+14
🇹🇷 Huns · Türkiye
950
+14
🇨🇱 Sicilians · Chile
925
+15
vs
🇪🇪 Franks · Estonia
925
-39
🇸🇰 Spanish · Slovakia
906
-14
🇨🇭 Spanish · Switzerland
894
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 864 13:26 18:13 31:03 ⛏ Fast Castle
17 638 15:00 21:30 35:47 ⛏ Fish Boom FC
16 613 15:58 26:06 — ⛏ Fast Castle
14 543 12:47 19:54 33:56
11 435 15:19 19:44 33:22 ⚔ Drush FC
10 363 18:05 — —

Resources

Player Food Wood Gold Stone Spent Collected
15,815 11,155 3,820 1,910 32,700 40,797
13,405 7,084 4,365 1,700 26,554 28,322
10,720 6,135 3,740 1,600 22,195 24,142
7,685 7,766 3,775 850 20,076 21,281
5,770 3,275 1,305 1,000 11,350 12,167
2,450 1,125 0 100 3,675 3,902
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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