AoeStats
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African Clearing

504542264Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 36m 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
🇺🇸 Japanese · United States
1377
+12
🇨🇱 Lithuanians · Chile
1265
+16
🇦🇷 Spanish · Argentina
1175
+20
🇩🇪 Wei · Germany
1294
-17
🇩🇪 Romans · Germany
1279
-16
🇩🇪 Ethiopians · Germany
1242
-15
Player eAPM Actions Feudal Castle Imperial Opening
70 2,561 12:01 20:36 — ⛏ Fish Boom FC
54 1,972 12:05 20:34 — ⚔ FC into Archers
48 1,751 13:48 17:33 35:13 ⛏ Fish Boom FC
30 1,108 12:32 24:23 —
27 988 12:02 23:50 — ⚔ Archer Rush
16 577 16:26 31:58 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
14,670 9,441 5,790 1,800 31,701 32,304
10,180 7,703 3,975 850 22,708 23,793
7,745 9,004 3,960 1,610 22,319 23,331
8,400 7,980 1,880 975 19,235 20,230
6,420 6,563 1,860 1,395 16,238 16,183
5,690 3,517 1,205 1,230 11,642 11,600
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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