AoeStats
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African Clearing

511458395Analyzed
3v3 RM · 13d ago on Oct 5, 2026· 39m 17s· 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
🇨🇦 Italians · Canada
1088
+13
🇨🇦 Huns · Canada
1066
+14
🇨🇦 Japanese · Canada
1056
+15
vs
🇨🇳 Huns · China
1047
-15
🇦🇷 Khmer · Argentina
1044
-15
🇨🇱 Mapuche · Chile
987
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 1,518 12:21 24:59 — ⚔ Scout Rush
28 1,101 13:43 24:16 — ⚔ Scout Rush
24 926 14:47 19:29 — ⛏ Fast Castle
23 896 12:45 23:11 — ⚔ Scout Rush
18 688 14:03 17:12 35:15 ⛏ Fast Castle
17 665 12:55 19:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,075 11,314 7,800 1,040 29,229 30,904
10,495 9,803 3,575 1,765 25,638 28,595
12,270 8,588 2,415 1,630 24,903 26,348
11,870 5,984 3,145 1,670 22,669 26,037
10,790 6,013 2,890 950 20,643 26,523
6,515 4,745 2,435 100 13,795 14,678
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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