AoeStats
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African Clearing

504365684Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 72m 49s· 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
🇺🇸 Berbers · United States
1363
+12
🇺🇸 Huns · United States
1294
+15
🇺🇸 Mongols · United States
1293
+15
🇲🇽 Vietnamese · Mexico
1303
-15
🇮🇩 Hindustanis · Indonesia
1264
-14
🇲🇽 Huns · Mexico
1253
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 2,829 13:05 28:07 65:58 ⚔ Scout Rush
34 2,442 15:22 20:00 33:42 ⚔ FC into Scouts
31 2,290 15:02 19:34 58:37 ⛏ Fast Castle
31 2,272 12:37 17:31 60:16 ⛏ Fast Castle
30 2,173 14:05 32:15 56:57 ⚔ Scout Rush
27 1,932 13:01 17:55 38:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,135 32,929 23,405 6,650 99,119 120,283
29,405 21,994 15,850 5,060 72,309 73,539
28,575 31,328 6,310 2,650 68,863 72,909
25,870 22,118 16,225 3,550 67,763 72,711
25,500 25,265 13,585 2,650 67,000 84,169
30,680 16,547 13,125 2,120 62,472 66,965
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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