AoeStats
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African Clearing

506769605Analyzed
3v3 RM · 18d ago on Sep 15, 2026· 58m 51s· 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
🇺🇸 Hindustanis · United States
1240
+13
🇲🇽 Vikings · Mexico
1227
+13
🇹🇷 Berbers · Türkiye
1163
+16
🇺🇸 Huns · United States
1209
-16
🇺🇸 Aztecs · United States
1178
-14
🇺🇸 Romans · United States
1106
-12
Player eAPM Actions Feudal Castle Imperial Opening
53 3,134 12:28 25:32 — ⚔ Archer Rush
53 3,098 13:39 20:47 55:49 ⛏ Fast Castle
48 2,820 12:30 27:21 51:44 ⚔ Drush
45 2,626 12:19 26:37 46:55 ⚔ Drush into Scouts
35 2,052 12:44 27:40 45:26 ⚔ Archers into Skirms
20 1,198 12:16 31:37 51:15 ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
19,335 19,173 11,360 2,355 52,223 60,778
14,740 20,845 10,800 3,975 50,360 55,181
12,115 18,257 15,550 3,125 49,047 55,939
24,415 11,145 12,090 1,050 48,700 50,471
13,825 13,598 5,835 3,025 36,283 43,341
12,005 11,495 4,050 1,700 29,250 37,052
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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