AoeStats
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African Clearing

510447164Analyzed
3v3 RM · 3d ago on Oct 1, 2026· 45m 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
🇺🇸 Danes · United States
1674
+9
🇺🇸 Persians · United States
1641
+10
🇺🇸 Chinese · United States
1424
+20
🇲🇽 Berbers · Mexico
1536
-14
🇵🇪 Huns · Peru
1516
-13
🇲🇽 Varangians · Mexico
1477
-12
Player eAPM Actions Feudal Castle Imperial Opening
67 3,075 11:08 17:59 38:36 ⛏ Fast Castle
44 2,002 13:49 17:41 44:23 ⛏ Fish Boom FC
42 1,934 13:31 17:08 44:52 ⛏ Fast Castle
33 1,530 12:37 16:03 34:51 ⛏ Fast Castle
31 1,404 11:58 17:02 30:50 ⛏ Fast Castle
27 1,261 11:10 25:40 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,220 18,297 11,130 2,525 57,172 66,623
26,195 13,247 15,615 1,250 56,307 59,483
19,370 19,735 11,500 3,200 53,805 55,113
17,475 13,049 2,750 2,300 35,574 36,046
16,575 11,444 4,270 2,000 34,289 34,917
5,930 4,667 935 1,455 12,987 17,560
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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