AoeStats
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African Clearing

510439762Analyzed
3v3 RM · 9h ago on Oct 1, 2026· 50m 54s· 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
🇦🇷 Magyars · Argentina
1385
+10
🇨🇴 Bohemians · Colombia
1279
+14
🇺🇸 Vietnamese · United States
1272
+14
🇨🇦 Vikings · Canada
1426
-19
🇺🇸 Magyars · United States
1164
-10
1129
-9
Player eAPM Actions Feudal Castle Imperial Opening
49 2,493 12:58 25:45 48:42 ⚔ Scout Rush
48 2,445 14:03 17:43 35:29 ⛏ Fish Boom FC
30 1,528 12:34 17:27 40:33 ⛏ Fast Castle
24 1,209 14:20 18:41 39:01 ⛏ Fast Castle
17 879 15:08 20:44 36:24 ⛏ Fast Castle
12 591 13:29 21:20 —

Resources

Player Food Wood Gold Stone Spent Collected
21,270 23,765 12,200 2,760 59,995 67,241
17,150 22,633 15,010 3,550 58,343 63,188
18,115 15,055 6,475 3,950 43,595 47,614
17,030 17,711 6,910 1,175 42,826 43,572
14,630 12,660 8,370 2,450 38,110 42,957
5,800 3,485 870 2,455 12,610 13,384
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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