AoeStats
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African Clearing

506589397Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 23m 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 · Macao SAR China
1410
+18
🇺🇸 Spanish · United States
1335
+21
🇦🇷 Malians · Argentina
1317
+21
🇦🇷 Vietnamese · Argentina
1621
-27
🇨🇴 Huns · Colombia
1388
-18
🇨🇴 Italians · Colombia
1310
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 1,194 14:51 — — ⚔ Scout Rush
46 1,092 11:46 22:14 — ⚔ Scout Rush
35 839 13:30 20:00 —
32 773 14:58 18:42 — ⛏ Fast Castle
25 591 14:10 19:12 — ⛏ Fast Castle
21 500 14:21 18:46 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,315 4,137 250 100 9,802 9,674
4,450 3,273 1,655 100 9,478 10,251
4,215 2,960 670 790 8,635 8,221
5,240 2,410 580 325 8,555 8,369
3,840 1,867 410 1,400 7,517 7,114
3,550 2,558 550 100 6,758 6,518
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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