AoeStats
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African Clearing

506540802Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 64m 53s· 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
🇺🇸 Burmese · United States
1096
+16
🇺🇸 Wu · United States
1064
+17
🇺🇸 Tupi · United States
1029
+18
🇧🇷 Huns · Brazil
1176
-21
🇧🇷 Burgundians · Brazil
1119
-18
🇧🇷 Britons · Brazil
962
-37
Player eAPM Actions Feudal Castle Imperial Opening
61 3,988 16:00 19:38 40:07 ⛏ Fast Castle
56 3,612 13:09 19:33 36:19 ⛏ Fast Castle
50 3,257 14:34 17:59 54:17 ⛏ Fast Castle
38 2,436 12:43 29:45 48:17 ⚔ Archer Rush
26 1,711 13:13 25:31 48:06 ⚔ Archer Rush
9 578 13:38 29:57 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,250 30,942 22,160 2,450 80,802 83,421
28,990 32,170 10,105 2,735 74,000 82,411
24,580 21,623 16,210 4,960 67,373 67,833
28,255 20,717 10,910 4,525 64,407 69,731
22,455 18,135 9,630 5,300 55,520 68,575
4,290 4,540 1,150 415 10,395 12,753
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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