AoeStats
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African Clearing

513342012Analyzed
3v3 RM · 4d ago on Oct 13, 2026· 20m 15s· 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
🇲🇽 Poles · Mexico
1159
+14
🇺🇸 Mongols · United States
1154
+14
🇺🇸 Bulgarians · United States
1142
+14
vs
🇲🇽 Malians · Mexico
1194
-17
🇮🇳 Poles · India
1140
-15
🇺🇸 Franks · United States
994
-10
Player eAPM Actions Feudal Castle Imperial Opening
45 903 12:00 17:26 — ⛏ Fast Castle
26 529 11:43 — — ⚔ Scout Rush
26 517 14:41 — —
24 492 14:51 — — ⚔ Drush
24 484 17:11 — — ⛏ Fast Castle
19 383 13:14 17:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,245 2,200 250 850 7,545 7,285
3,600 1,775 150 100 5,625 6,163
3,650 1,507 250 110 5,517 5,830
2,650 1,787 250 100 4,787 6,073
2,550 1,270 200 100 4,120 4,772
2,050 1,485 60 225 3,820 3,862
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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