AoeStats
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African Clearing

511674428Analyzed
3v3 RM · 14d ago on Oct 6, 2026· 50m 40s· 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
🇺🇸 Khmer · United States
969
+13
🇲🇽 Portuguese · Mexico
963
+14
🇺🇸 Aztecs · United States
944
+14
vs
🇲🇽 Vietnamese · Mexico
1038
-18
🇨🇴 Varangians · Colombia
905
-14
🇨🇴 Saracens · Colombia
785
-9
Player eAPM Actions Feudal Castle Imperial Opening
39 1,986 14:31 30:22 47:45 ⚔ M@A into Scouts
39 1,986 13:01 22:18 44:34 ⚔ M@A FC
37 1,888 13:55 24:42 40:45 ⚔ Scouts into Archers
34 1,720 15:39 26:04 46:35 ⚔ Scout Rush
25 1,283 12:44 31:15 —
17 852 13:29 20:42 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,475 10,755 7,765 2,250 33,245 37,574
11,070 12,309 5,995 2,350 31,724 32,190
15,450 7,241 5,890 2,245 30,826 32,874
9,945 8,145 3,640 950 22,680 24,900
7,030 7,623 2,315 1,600 18,568 18,853
6,115 8,450 3,135 400 18,100 20,565
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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