AoeStats
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African Clearing

505043292Analyzed
3v3 RM · 25d ago on Sep 7, 2026· 46m 36s· 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
667
+10
🇦🇷 Britons · Argentina
661
+10
🇦🇷 Vietnamese · Argentina
647
+10
🇧🇷 Khmer · Brazil
556
-12
🇧🇷 Franks · Brazil
520
-10
🇧🇷 Spanish · Brazil
476
-8
Player eAPM Actions Feudal Castle Imperial Opening
41 1,906 12:16 25:36 35:36 ⚔ Scout Rush
22 1,017 15:52 25:30 39:31 ⚔ Drush into Fish Boom FC
20 950 19:19 26:10 — ⛏ Fast Castle
16 762 14:33 30:30 — ⚔ Tower Rush
15 704 15:53 26:57 37:51 ⛏ Fast Castle
11 518 16:35 34:25 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,845 20,950 12,285 1,600 53,680 57,619
10,470 13,925 8,225 850 33,470 42,430
9,900 9,585 6,035 1,655 27,175 30,830
9,925 4,750 2,545 1,750 18,970 24,245
6,285 4,735 690 0 11,710 14,607
5,975 3,819 460 200 10,454 15,760
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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