AoeStats
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African Clearing

505386888Analyzed
3v3 RM · 23d ago on Sep 9, 2026· 63m 19s· 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
🇲🇽 Koreans · Mexico
1752
+21
🇵🇦 Georgians · Panama
1608
+25
🇨🇴 Poles · Colombia
1550
+27
🇬🇹 Romans · Guatemala
1903
-26
🇨🇳 Britons · China
1900
-26
🇹🇷 Turks · Türkiye
1730
-21
Player eAPM Actions Feudal Castle Imperial Opening
78 4,930 14:08 17:51 47:36 ⛏ Fast Castle
55 3,511 14:06 17:41 36:07 ⛏ Fast Castle
55 3,462 15:00 18:31 40:16 ⚔ FC into Scouts
50 3,159 13:15 28:07 41:16 ⚔ Scouts into Skirms
49 3,089 11:52 20:40 42:13 ⚔ Scout Rush
25 1,614 12:36 30:17 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,170 40,821 21,625 6,950 91,566 95,531
36,175 22,616 25,235 1,175 85,201 89,507
26,885 25,328 13,745 5,900 71,858 76,643
32,140 27,504 5,880 3,610 69,134 72,314
30,730 15,601 13,250 2,580 62,161 65,913
4,100 5,789 2,435 525 12,849 14,370
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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