AoeStats
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African Clearing

510404389Analyzed
3v3 RM · 3d ago on Sep 30, 2026· 44m 40s· 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 · Spain
1440
+10
🇦🇷 Huns · Argentina
1376
+12
🇦🇷 Mongols · Argentina
1235
+17
🇨🇳 Mongols · China
1312
-14
🇵🇾 Koreans · Paraguay
1304
-14
🇵🇾 Cumans · Paraguay
1239
-11
Player eAPM Actions Feudal Castle Imperial Opening
56 2,497 12:28 21:13 — ⛏ Fast Castle
48 2,162 12:38 38:14 — ⚔ Archer Rush
33 1,470 12:43 28:41 — ⚔ Scouts into Archers
31 1,392 12:02 22:38 — ⚔ Scout Rush
25 1,129 14:34 18:48 44:21 ⛏ Fast Castle
8 355 — — —

Resources

Player Food Wood Gold Stone Spent Collected
21,550 7,809 12,045 1,050 42,454 42,896
13,375 9,015 6,445 3,580 32,415 33,473
10,275 11,285 7,635 400 29,595 30,257
12,630 6,572 5,545 425 25,172 25,311
7,790 5,472 3,470 225 16,957 16,584
600 660 0 100 1,360 921
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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