AoeStats
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African Clearing

510683963Analyzed
3v3 RM · 20h ago on Oct 2, 2026· 40m 46s· 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
🇦🇷 Aztecs · Argentina
988
+13
🇨🇴 Britons · Colombia
950
+15
🇨🇳 Magyars · China
948
+15
🇦🇷 Turks · Argentina
935
-15
🇦🇷 Inca · Argentina
933
-14
🇦🇷 Huns · Argentina
924
-14
Player eAPM Actions Feudal Castle Imperial Opening
26 1,058 16:50 23:20 39:17 ⛏ Fast Castle
25 1,025 16:03 40:05 — ⚔ Scouts into Towers
25 1,031 14:57 33:13 — ⚔ Champis into Skirms
24 986 15:40 20:35 34:42 ⚔ FC into Archers
18 730 15:07 20:53 29:08 ◆ FC into Fast Imp
14 562 15:46 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,545 6,590 2,055 1,500 21,690 23,004
9,060 8,170 2,685 1,650 21,565 27,476
8,275 7,013 5,500 750 21,538 24,456
9,055 4,975 3,370 850 18,250 23,499
4,420 2,399 925 685 8,429 12,252
3,900 2,980 50 325 7,255 8,972
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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