AoeStats
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African Clearing

510923198Analyzed
3v3 RM · 7h ago on Oct 3, 2026· 59m 9s· 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
🇲🇽 Varangians · Mexico
1372
+13
🇲🇽 Khmer · Mexico
1356
+13
🇲🇽 Saxons · Mexico
1340
+14
🇨🇦 Vikings · Canada
1315
-14
🇨🇴 Chinese · Colombia
1296
-13
🇺🇸 Danes · United States
1277
-13
Player eAPM Actions Feudal Castle Imperial Opening
61 3,595 11:23 23:44 43:34 ⚔ Scout Rush
48 2,828 12:30 22:42 43:49
42 2,474 12:51 23:50 45:23
39 2,331 14:17 17:53 40:25 ⛏ Fast Castle
29 1,724 12:20 19:27 50:56 ⚔ Scout Rush
25 1,454 13:38 17:59 48:50 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
26,625 14,185 13,370 4,700 58,880 63,041
20,055 21,086 13,325 1,800 56,266 66,324
22,625 20,560 7,445 2,010 52,640 60,130
21,095 20,272 7,520 3,510 52,397 57,458
24,410 14,911 8,415 4,300 52,036 57,989
13,375 14,543 9,575 2,350 39,843 42,821
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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