AoeStats
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African Clearing

510459438Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 42m 56s· 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
🇹🇼 Saracens · Taiwan
1536
+18
🇭🇰 Malians · Hong Kong SAR China
1469
+21
🇺🇸 Koreans · United States
1455
+22
🇨🇴 Tupi · Colombia
1587
-21
🇨🇴 Maya · Colombia
1585
-20
🇨🇴 Inca · Colombia
1582
-20
Player eAPM Actions Feudal Castle Imperial Opening
65 2,771 11:49 24:39 42:13 ⚔ M@A into Archers
51 2,170 13:57 20:19 41:06 ⛏ Fast Castle
51 2,186 12:18 32:53 — ⚔ Towers into Champis
43 1,840 13:17 17:54 35:06 ⛏ Fast Castle
38 1,621 13:37 18:05 33:05 ⛏ Fast Castle
28 1,218 14:05 22:34 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,820 15,990 8,075 2,915 43,800 44,554
13,300 20,515 5,475 2,325 41,615 42,659
14,610 13,338 6,975 2,490 37,413 40,622
15,495 14,211 5,490 1,845 37,041 39,674
13,245 9,025 2,395 1,800 26,465 27,529
10,010 9,809 1,240 1,160 22,219 23,529
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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