AoeStats
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African Clearing

510376909Analyzed
3v3 RM · 15h ago on Sep 30, 2026· 48m 54s· 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
🇧🇷 Vietnamese · Brazil
1330
+13
🇺🇸 Mongols · United States
1307
+14
🇧🇷 Vikings · Brazil
1201
+18
🇨🇳 Mongols · China
1281
-16
🇮🇳 Khmer · India
1250
-15
🇦🇷 Britons · Argentina
1224
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 2,461 13:15 17:08 — ⚔ FC into Archers
41 2,009 12:43 16:54 39:15 ⛏ Fast Castle
36 1,742 13:50 25:09 40:59 ⚔ Scout Rush
30 1,459 14:28 24:57 46:12
22 1,064 11:02 27:05 — ⚔ Scout Rush
12 578 13:17 17:21 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,950 13,787 7,235 4,450 40,422 46,932
13,710 17,233 6,945 1,115 39,003 41,916
18,540 10,706 5,415 1,050 35,711 37,976
15,390 12,468 4,925 2,130 34,913 40,265
11,075 10,154 1,750 1,750 24,729 27,383
5,025 4,410 475 1,150 11,060 11,293
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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