AoeStats
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African Clearing

510664862Analyzed
3v3 RM · 9h ago on Oct 2, 2026· 30m 55s· 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
🇨🇱 Vietnamese · Chile
1108
+14
🇺🇸 Danes · United States
1098
+14
🇨🇱 Huns · Chile
1045
+17
🇺🇸 Romans · United States
1067
-15
🇺🇸 Muisca · United States
1065
-15
🇺🇸 Vikings · United States
1055
-15
Player eAPM Actions Feudal Castle Imperial Opening
36 1,105 12:34 27:30 — ⚔ Archer Rush
33 1,025 16:15 28:51 — ⚔ Archers into Skirms
27 839 16:39 26:45 — ⚔ Skirmisher Rush
21 642 15:56 20:15 — ⚔ FC into Archers
16 508 16:01 21:51 — ⛏ Fast Castle
16 490 20:25 — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
6,785 4,073 735 2,350 13,943 14,415
4,225 4,869 2,470 325 11,889 11,843
3,850 4,609 2,495 335 11,289 11,558
4,650 4,174 1,535 760 11,119 12,559
4,400 3,544 345 225 8,514 8,522
2,400 1,935 90 225 4,650 4,807
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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