AoeStats
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African Clearing

506566086Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 59m 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
🇺🇸 Mongols · United States
1101
+12
🇨🇳 Koreans · China
1091
+12
🇲🇽 Armenians · Mexico
1048
+14
🇦🇷 Mongols · Argentina
1171
-19
🇦🇷 Spanish · Argentina
935
-10
🇦🇷 Bulgarians · Argentina
897
-9
Player eAPM Actions Feudal Castle Imperial Opening
42 2,536 13:56 24:25 46:21 ⚔ Archer Rush
30 1,825 15:23 18:55 40:23 ⛏ Fast Castle
27 1,594 11:23 16:22 39:00 ⛏ Fast Castle
20 1,187 18:12 39:58 —
13 765 13:52 23:52 43:55 ⛏ Fast Castle
11 648 14:03 24:37 41:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,365 24,865 18,025 2,350 73,605 80,785
19,970 27,595 11,990 4,270 63,825 77,278
19,085 12,991 11,130 3,000 46,206 48,313
14,865 13,045 6,740 3,025 37,675 49,950
16,815 6,900 8,555 1,600 33,870 44,694
11,435 9,527 2,735 1,175 24,872 29,732
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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