AoeStats
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African Clearing

505157603Analyzed
3v3 RM · 23d ago on Sep 8, 2026· 20m 24s· 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
🇦🇷 Inca · Argentina
1376
+11
🇦🇷 Berbers · Argentina
1366
+11
🇦🇷 Teutons · Argentina
1329
+12
🇦🇷 Shu · Argentina
1267
-12
🇦🇷 Romans · Argentina
1248
-11
🇦🇷 Khitans · Argentina
1237
-11
Player eAPM Actions Feudal Castle Imperial Opening
53 1,075 14:42 19:15 — ⛏ Fast Castle
52 1,055 11:13 — — ⚔ Scout Rush
36 744 12:08 16:20 — ⛏ Fast Castle
28 574 11:43 — — ⚔ Tower Rush
28 580 12:36 — — ⚔ Scout Rush
18 377 16:15 19:59 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,490 2,481 50 100 6,121 6,160
3,000 1,650 250 750 5,650 5,676
2,955 1,903 405 115 5,378 5,329
3,075 1,332 250 650 5,307 6,694
2,955 1,441 100 650 5,146 4,935
2,295 1,173 90 250 3,808 3,733
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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