AoeStats
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African Clearing

510379970Analyzed
3v3 RM · 11h ago on Sep 30, 2026· 19m 55s· 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
🇨🇦 Franks · Canada
1280
+13
🇲🇽 Huns · Mexico
1235
+15
🇺🇸 Mongols · United States
1149
+20
🇩🇪 Mongols · Germany
1259
-18
🇫🇷 Vietnamese · France
1198
-15
🇧🇪 Cumans · Belgium
1198
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 842 12:14 — — ⚔ Scout Rush
27 544 12:43 — — ⚔ Archer Rush
26 528 12:29 — — ⚔ Scout Rush
26 517 13:19 18:04 — ⛏ Fast Castle
23 449 12:52 — —
19 371 13:20 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,470 2,529 460 100 6,559 6,686
3,765 1,900 150 100 5,915 5,929
3,270 1,635 50 0 4,955 6,062
2,700 900 250 100 3,950 4,623
1,750 1,250 50 100 3,150 4,083
1,700 750 50 100 2,600 3,237
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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