AoeStats
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African Clearing

511366673Analyzed
3v3 RM · 12d ago on Oct 4, 2026· 75m 32s· 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
🇸🇪 Malians · Sweden
1269
+16
🇸🇪 Hindustanis · Sweden
1265
+16
🇸🇪 Mongols · Sweden
1260
+16
vs
🇺🇸 Georgians · United States
1310
-17
🇨🇭 Tatars · Switzerland
1253
-16
🇰🇿 Vikings · Kazakhstan
1231
-15
Player eAPM Actions Feudal Castle Imperial Opening
40 3,028 11:04 23:16 46:58 ⚔ Scout Rush
32 2,392 13:20 17:52 34:37 ⛏ Fast Castle
25 1,858 14:53 20:21 64:45 ⛏ Fast Castle
24 1,789 13:38 21:54 44:10
24 1,845 13:22 20:47 36:41 ⛏ Fast Castle
22 1,641 13:27 22:26 41:28 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
33,880 38,127 30,580 4,400 106,987 128,966
30,610 29,780 19,045 3,995 83,430 91,390
11,060 21,387 20,730 3,525 56,702 61,354
18,260 18,443 12,935 3,650 53,288 62,120
17,005 25,309 3,985 5,240 51,539 52,212
21,025 15,489 10,585 4,080 51,179 58,293
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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