AoeStats
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African Clearing

506736555Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 19m 49s· 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
🇨🇴 Khmer · Colombia
1583
+16
🇨🇱 Chinese · Chile
1561
+17
🇮🇳 Vietnamese · India
1429
+21
🇺🇸 Wei · United States
1629
-20
🇳🇱 Byzantines · Netherlands
1554
-17
🇷🇴 Slavs · Romania
1548
-17
Player eAPM Actions Feudal Castle Imperial Opening
63 1,243 10:59 — — ⚔ Scout Rush
43 847 11:38 — — ⚔ Scout Rush
42 825 14:09 — —
35 701 12:23 — — ⚔ Archer Rush
34 665 12:59 — — ⚔ Archers into Skirms
23 466 14:12 17:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,000 2,810 1,000 100 6,910 6,951
4,075 1,788 250 300 6,413 6,518
3,180 2,515 50 100 5,845 6,373
2,635 2,398 640 100 5,773 5,642
3,315 2,034 50 100 5,499 6,734
2,120 1,625 50 100 3,895 4,819
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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