AoeStats
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African Clearing

510887599Analyzed
3v3 RM · 4h ago on Oct 3, 2026· 63m 26s· 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
🇺🇸 Tatars · United States
1243
+16
🇦🇷 Bohemians · Argentina
1225
+17
🇬🇹 Magyars · Guatemala
1219
+17
🇧🇷 Aztecs · Brazil
1300
-20
🇧🇷 Mapuche · Brazil
1230
-16
🇧🇷 Celts · Brazil
1182
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 2,699 12:29 26:45 39:25 ⚔ Skirms into Towers
34 2,158 11:55 17:39 52:47 ⛏ Fast Castle
32 2,024 13:20 26:32 46:28 ⚔ Champi Rush
30 1,889 14:20 18:51 45:06 ⚔ Scouts FC
28 1,752 14:40 19:26 42:47 ⛏ Fast Castle
24 1,515 13:51 36:11 48:59 ⚔ Drush into Towers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
22,670 35,279 17,455 4,550 79,954 87,040
31,825 21,985 21,375 980 76,165 84,415
29,555 23,740 11,575 1,400 66,270 74,091
26,035 25,845 7,110 2,650 61,640 63,665
21,725 12,035 12,130 5,050 50,940 56,174
22,830 20,740 4,390 550 48,510 51,824
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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