AoeStats
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African Clearing

506571678Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 28m 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
🇨🇱 Jurchens · Chile
1668
+7
🇸🇻 Mapuche · El Salvador
1652
+7
🇦🇷 Persians · Argentina
1558
+11
🇨🇱 Koreans · Chile
1458
-9
🇨🇱 Chinese · Chile
1435
-8
🇨🇱 Persians · Chile
1427
-8
Player eAPM Actions Feudal Castle Imperial Opening
58 1,651 11:58 24:16 — ⚔ Scout Rush
47 1,350 11:27 23:58 — ⚔ Scouts into Archers
46 1,329 12:16 23:05 — ⚔ Scout Rush
44 1,245 12:07 16:35 — ⛏ Fast Castle
42 1,214 11:42 — — ⚔ Tower Rush
40 1,151 13:06 16:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,885 5,491 2,575 300 13,251 12,635
5,580 4,996 1,955 105 12,636 13,603
5,490 4,800 815 650 11,755 11,400
5,150 3,798 625 225 9,798 10,108
5,040 3,521 100 860 9,521 10,201
3,600 3,455 540 910 8,505 8,696
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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