AoeStats
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African Clearing

510571899Analyzed
3v3 RM · 19h ago on Oct 1, 2026· 28m 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 · Denmark
984
+14
🇬🇷 Persians · Greece
906
+17
🇩🇰 Vietnamese · Denmark
753
+49
🇮🇳 Aztecs · India
1012
-21
🇨🇱 Goths · Chile
905
-17
🇨🇳 Franks · China
870
-16
Player eAPM Actions Feudal Castle Imperial Opening
36 1,034 14:55 26:20 — ⚔ Drush into Scouts
21 605 14:57 — — ⚔ M@A Rush
20 575 18:16 — — ⚔ M@A Rush
18 523 12:13 23:57 — ⚔ Drush FC
16 465 12:16 22:15 — ⚔ Scout Rush
3 86 — — —

Resources

Player Food Wood Gold Stone Spent Collected
6,655 3,140 1,075 200 11,070 12,028
6,695 2,335 775 100 9,905 9,941
4,770 2,820 1,100 100 8,790 10,552
3,540 2,560 270 100 6,470 6,865
2,775 2,000 210 100 5,085 5,751
300 475 50 100 925 948
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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