AoeStats
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African Clearing

503837300Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 45m 17s· 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
🇲🇽 Italians · Mexico
907
+15
🇪🇸 Turks · Spain
896
+15
🇸🇪 Celts · Sweden
839
+18
🇲🇽 Persians · Mexico
911
-17
🇨🇱 Huns · Chile
873
-16
🇹🇷 Malians · Türkiye
866
-15
Player eAPM Actions Feudal Castle Imperial Opening
45 2,041 13:57 20:20 39:21 ⛏ Fast Castle
34 1,557 17:01 27:28 42:04 ⚔ Skirmisher Rush
25 1,127 17:28 25:21 35:52
17 765 14:17 24:07 40:44 ⚔ Scout Rush
17 750 16:23 24:33 43:03 ⚔ FC into Archers
14 633 13:00 21:29 38:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,515 11,330 5,545 2,520 33,910 41,794
13,380 12,800 5,220 1,650 33,050 36,522
13,725 9,230 4,220 2,395 29,570 30,765
11,640 10,290 4,320 950 27,200 32,080
7,200 7,480 3,870 1,650 20,200 22,961
6,180 7,215 3,160 1,005 17,560 18,448
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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