AoeStats
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African Clearing

504941320Analyzed
3v3 RM · 24d ago on Sep 7, 2026· 40m 27s· 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
🇲🇽 Romans · Mexico
581
+16
🇬🇹 Vietnamese · Guatemala
541
+18
🇨🇦 Spanish · Canada
528
+18
🇺🇸 Khmer · United States
710
-50
🇺🇸 Italians · United States
512
-15
🇺🇸 Britons · United States
503
-14
Player eAPM Actions Feudal Castle Imperial Opening
12 477 14:48 29:20 — ⛏ Fish Boom FC
11 427 15:10 24:29 39:53 ⛏ Fast Castle
11 437 17:10 29:57 — ⛏ Fish Boom FC
10 399 20:47 33:24 — ⚔ Scout Rush
10 400 15:49 29:19 — ⛏ Fast Castle
6 235 14:36 27:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,530 8,965 4,385 1,050 26,930 29,887
6,250 6,065 1,740 850 14,905 18,278
7,415 4,175 2,495 750 14,835 17,776
5,310 7,015 1,520 850 14,695 15,445
5,430 5,650 1,790 1,810 14,680 17,618
4,350 6,655 970 425 12,400 13,947
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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