AoeStats
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African Clearing

505165368Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 45m 4s· 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
🇦🇷 Romans · Argentina
935
+14
🇦🇷 Bulgarians · Argentina
912
+15
🇦🇷 Huns · Argentina
851
+18
🇨🇦 Malians · Canada
915
-17
🇺🇸 Magyars · United States
890
-16
🇺🇸 Georgians · United States
853
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 1,019 13:09 19:04 32:02 ⛏ Fast Castle
21 930 14:45 26:14 — ⚔ Drush
16 726 14:34 24:41 — ⚔ Scout Rush
13 567 14:11 19:36 37:57 ⛏ Fast Castle
12 541 13:31 26:42 — ⚔ Scouts into Towers
9 401 15:12 20:42 41:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,995 9,188 6,145 950 30,278 32,350
12,440 7,005 5,045 1,200 25,690 28,787
12,645 7,265 2,430 1,725 24,065 27,995
9,365 7,640 3,425 2,050 22,480 26,377
8,495 5,253 5,340 1,250 20,338 19,953
7,600 4,925 2,360 850 15,735 18,163
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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