AoeStats
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African Clearing

510613255Analyzed
3v3 RM · 12h ago on Oct 1, 2026· 27m 35s· 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
🇦🇷 Dravidians · Argentina
1361
+12
🇦🇷 Malians · Argentina
1325
+14
🇪🇸 Italians · Spain
1241
+16
🇮🇪 Celts · Ireland
1325
-16
🇮🇪 Goths · Ireland
1246
-13
🇮🇪 Wu · Ireland
1245
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 963 12:32 17:03 — ⛏ Fast Castle
35 956 12:24 24:24 — ⚔ Archer Rush
31 867 14:15 18:05 — ⛏ Fast Castle
23 629 12:43 16:59 — ⛏ Fast Castle
22 594 13:03 26:07 — ⚔ Skirmisher Rush
21 587 12:36 21:43 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,700 4,407 845 1,500 13,452 13,792
4,850 4,051 1,050 1,000 10,951 10,343
4,880 3,860 755 200 9,695 10,608
3,725 3,510 1,805 540 9,580 8,961
4,930 2,944 590 1,050 9,514 8,999
4,750 2,723 720 1,090 9,283 9,740
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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