AoeStats
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African Clearing

510651176Analyzed
3v3 RM · 21h ago on Oct 2, 2026· 37m 23s· 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
🇦🇷 Teutons · Argentina
1203
+13
🇧🇷 Poles · Brazil
1199
+13
🇨🇱 Mapuche · Chile
1196
+13
🇧🇴 Malay · Bolivia
1172
-14
🇧🇴 Huns · Bolivia
1157
-13
🇧🇴 Vietnamese · Bolivia
1095
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 1,498 14:17 17:47 — ⛏ Fast Castle
39 1,449 13:39 21:26 — ⚔ Scouts into Towers
34 1,280 12:46 21:13 35:02 ⚔ Scout Rush
31 1,153 16:18 24:59 —
28 1,043 15:00 24:08 36:28 ⛏ Fast Castle
23 858 12:11 24:56 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,510 8,999 2,280 1,700 25,489 27,836
11,390 7,351 3,970 1,755 24,466 25,008
7,200 8,955 4,660 400 21,215 22,872
8,115 4,071 1,490 1,025 14,701 15,333
6,470 5,595 1,175 495 13,735 13,451
6,475 3,160 1,050 1,385 12,070 14,480
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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