AoeStats
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African Clearing

505564323Analyzed
3v3 RM · 22d ago on Sep 10, 2026· 36m 20s· 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
🇧🇷 Muisca · Brazil
1367
+12
🇦🇷 Mapuche · Argentina
1333
+13
🇧🇷 Huns · Brazil
1300
+14
🇧🇷 Saracens · Brazil
1307
-15
🇧🇷 Italians · Brazil
1297
-14
🇧🇷 Mongols · Brazil
1192
-10
Player eAPM Actions Feudal Castle Imperial Opening
31 1,141 13:27 17:11 — ⛏ Fast Castle
30 1,090 13:08 19:22 — ⛏ Fish Boom FC
24 877 12:20 24:24 — ⚔ Tower Rush
23 851 13:56 22:43 — ⚔ Archer Rush
22 802 11:31 20:32 — ⚔ Scout Rush
22 785 13:52 20:05 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
15,205 10,127 5,395 950 31,677 31,979
11,120 6,226 4,680 2,150 24,176 26,624
9,945 4,743 4,670 200 19,558 19,890
6,310 8,001 2,600 1,340 18,251 18,192
5,640 4,108 1,160 950 11,858 12,124
3,790 3,060 615 755 8,220 7,739
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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