AoeStats
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African Clearing

506794572Analyzed
3v3 RM · 16d ago on Sep 15, 2026· 29m 52s· 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
🇨🇱 Malay · Chile
1834
+1
🇨🇱 Magyars · Chile
1412
+6
🇨🇱 Aztecs · Chile
973
+46
🇺🇸 Portuguese · United States
1253
-11
🇦🇷 Tatars · Argentina
1218
-9
🇦🇷 Slavs · Argentina
1211
-9
Player eAPM Actions Feudal Castle Imperial Opening
61 1,809 10:57 19:28 — ⚔ Scout Rush
54 1,622 13:45 20:00 — ⛏ Fast Castle
42 1,261 12:19 28:24 — ⚔ Scout Rush
36 1,081 13:59 19:03 — ⛏ Fish Boom FC
28 848 13:15 — — ⚔ Skirmisher Rush
24 714 14:28 19:06 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,570 6,695 500 355 17,120 19,089
10,215 5,044 1,375 225 16,859 16,989
4,645 5,095 310 1,310 11,360 11,187
6,360 2,685 970 300 10,315 12,626
3,115 3,102 95 115 6,427 6,495
2,935 2,300 300 200 5,735 5,335
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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