AoeStats
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African Clearing

510934675Analyzed
3v3 RM · 8h ago on Oct 3, 2026· 65m 47s· 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
🇺🇸 Varangians · United States
1207
+12
🇺🇸 Danes · United States
1137
+15
🇺🇸 Italians · United States
1094
+17
🇦🇷 Chinese · Argentina
1255
-20
🇲🇽 Koreans · Mexico
1093
-14
🇲🇽 Britons · Mexico
990
-28
Player eAPM Actions Feudal Castle Imperial Opening
51 3,361 14:36 21:06 52:55 ⛏ Fast Castle
39 2,574 11:12 22:46 49:19 ⚔ Scout Rush
30 1,985 13:34 21:42 48:46 ⚔ Scout Rush
29 1,909 14:39 30:01 62:39 ⚔ Archer Rush
28 1,859 13:44 26:11 50:55 ⚔ Drush into Archers
26 1,735 14:03 24:40 50:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,230 21,986 20,500 2,350 76,066 79,977
36,480 16,823 18,530 3,600 75,433 87,074
17,960 38,540 12,660 4,300 73,460 80,170
33,515 17,750 7,280 2,575 61,120 70,904
16,555 17,862 6,355 1,200 41,972 53,676
9,300 12,490 11,265 1,550 34,605 36,086
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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