AoeStats
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African Clearing

505161405Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 40m 25s· 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
🇦🇷 Koreans · Argentina
1387
+14
🇦🇷 Britons · Argentina
1377
+15
🇦🇷 Bohemians · Argentina
1341
+16
🇨🇴 Spanish · Colombia
1419
-17
🇨🇴 Sicilians · Colombia
1321
-14
🇨🇴 Romans · Colombia
1316
-14
Player eAPM Actions Feudal Castle Imperial Opening
65 2,624 13:01 17:04 38:27 ⛏ Fast Castle
56 2,253 11:20 31:36 — ⚔ M@A into Towers into Skirms
33 1,334 12:36 18:36 38:54 ⛏ Fast Castle
31 1,246 11:59 22:37 37:09 ⚔ Scout Rush
29 1,160 13:34 17:38 40:01 ⛏ Fast Castle
22 878 12:17 37:26 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,945 10,599 3,995 2,120 31,659 32,078
8,800 14,962 4,635 2,550 30,947 33,693
13,565 6,801 5,075 2,250 27,691 29,083
12,515 5,980 5,795 950 25,240 29,107
9,260 7,212 1,480 1,125 19,077 20,862
4,380 4,308 670 475 9,833 11,374
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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