AoeStats
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African Clearing

510624899Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 61m 24s· 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
🇻🇪 Spanish · Venezuela
1030
+14
🇩🇪 Mongols · Germany
1026
+14
🇵🇪 Aztecs · Peru
982
+17
🇮🇹 Italians · Italy
1000
-45
🇸🇪 Magyars · Sweden
993
-15
🇪🇸 Japanese · Spain
980
-15
Player eAPM Actions Feudal Castle Imperial Opening
35 2,127 12:16 19:21 35:56 ⚔ FC into Scouts
30 1,851 13:50 21:22 36:32 ⛏ Fast Castle
27 1,641 13:34 19:14 34:04 ⛏ Fast Castle
24 1,449 14:50 19:55 59:20 ⚔ FC into Skirms
16 975 14:42 22:50 40:52 ⚔ Scout Rush
5 323 16:14 49:30 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,110 24,173 19,685 4,500 67,468 101,124
30,785 16,399 12,515 2,100 61,799 71,014
25,865 12,985 16,070 1,800 56,720 69,213
22,650 11,445 13,410 2,005 49,510 54,348
21,405 12,068 9,295 6,250 49,018 54,794
6,445 6,145 2,100 325 15,015 16,200
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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