AoeStats
← <NT>.Uncle Baby

African Clearing

511172201Analyzed
3v3 RM · 14d ago on Oct 4, 2026· 22m 38s· 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
🇨🇴 Koreans · Colombia
1328
+14
🇲🇽 Berbers · Mexico
1318
+15
🇸🇪 Magyars · Sweden
1286
+16
vs
🇨🇱 Chinese · Chile
1327
-16
🇨🇱 Vietnamese · Chile
1314
-16
🇦🇺 Japanese · Australia
1237
-13
Player eAPM Actions Feudal Castle Imperial Opening
64 1,449 11:44 21:27 — ⚔ Scout Rush
53 1,208 13:04 16:45 — ⛏ Fast Castle
38 850 13:09 17:20 — ⛏ Fast Castle
30 671 13:52 18:19 —
28 633 13:01 — — ⚔ Archer Rush
25 566 13:18 16:49 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,605 3,376 650 200 9,831 9,509
4,025 3,344 1,420 100 8,889 8,678
3,455 3,359 840 300 7,954 7,246
3,475 2,687 895 765 7,822 7,062
3,250 2,699 595 850 7,394 7,190
3,275 3,031 525 100 6,931 6,586
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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