AoeStats
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African Clearing

511193435Analyzed
3v3 RM · 9d ago on Oct 4, 2026· 34m 39s· 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
🇧🇷 Berbers · Brazil
1472
+13
🇦🇷 Huns · Argentina
1417
+15
🇦🇷 Mongols · Argentina
1288
+21
vs
🇦🇷 Persians · Argentina
1437
-18
🇵🇪 Poles · Peru
1418
-17
🇦🇷 Berbers · Argentina
1354
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 1,774 12:46 17:07 — ⛏ Fast Castle
43 1,505 12:44 24:56 — ⚔ Scout Rush
36 1,262 13:04 16:44 — ⛏ Fast Castle
34 1,193 13:11 17:08 — ⛏ Fast Castle
30 1,034 13:41 19:53 — ⛏ Fast Castle
27 952 14:33 18:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,525 8,708 3,650 1,050 24,933 25,562
6,525 7,992 2,755 1,700 18,972 20,333
6,675 6,430 2,095 1,605 16,805 17,383
5,130 5,715 2,075 1,700 14,620 13,846
6,695 4,514 740 1,180 13,129 13,196
4,815 3,510 730 790 9,845 9,236
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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