AoeStats
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African Clearing

510455157Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 26m 51s· 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
🇵🇪 Mongols · Peru
1493
+13
🇦🇷 Goths · Argentina
1468
+14
🇲🇽 Danes · Mexico
1411
+16
🇺🇸 Persians · United States
1472
-16
🇺🇸 Vietnamese · United States
1420
-14
🇺🇸 Franks · United States
1399
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 1,302 11:42 20:34 — ⚔ Scout Rush
35 940 13:09 18:10 — ⛏ Fast Castle
34 905 13:43 18:02 — ⛏ Fish Boom FC
30 805 12:32 16:30 — ⛏ Fast Castle
27 737 13:13 20:27 — ⚔ Scout Rush
25 685 13:23 18:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,275 7,463 950 400 15,088 15,417
7,200 5,275 590 1,050 14,115 14,137
5,090 2,667 910 2,250 10,917 10,354
4,580 3,001 1,080 1,500 10,161 10,421
4,180 3,619 680 200 8,679 8,178
3,600 2,527 625 200 6,952 7,273
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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