AoeStats
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African Clearing

510756339Analyzed
3v3 RM · 13h ago on Oct 2, 2026· 33m 19s· 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
🇹🇼 Burmese · Taiwan
1513
+13
🇹🇼 Byzantines · Taiwan
1513
+13
🇹🇼 Huns · Taiwan
1409
+17
🇨🇴 Bulgarians · Colombia
1462
-15
🇨🇱 Mapuche · Chile
1443
-14
🇨🇭 Burgundians · Switzerland
1427
-14
Player eAPM Actions Feudal Castle Imperial Opening
68 2,282 13:31 17:56 — ⛏ Fast Castle
43 1,417 13:34 17:13 — ⛏ Fish Boom FC
42 1,388 14:28 18:32 — ⛏ Fast Castle
41 1,363 13:00 28:19 — ⚔ Scout Rush
24 787 13:39 17:54 — ⛏ Fast Castle
19 649 13:55 27:01 — ⚔ Drush into Towers

Resources

Player Food Wood Gold Stone Spent Collected
6,350 11,547 4,125 1,700 23,722 24,761
9,875 6,825 4,245 1,050 21,995 23,838
6,875 8,060 4,400 260 19,595 19,823
7,325 5,470 1,675 1,050 15,520 17,043
5,845 5,355 1,035 1,565 13,800 14,016
6,915 3,642 1,120 1,005 12,682 13,468
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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