AoeStats
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African Clearing

511563676Analyzed
3v3 RM · 11d ago on Oct 5, 2026· 23m 41s· 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
🇵🇪 Magyars · Peru
1300
+14
🇨🇦 Vikings · Canada
1259
+16
🇵🇹 Huns · Portugal
1191
+18
vs
🇳🇴 Wu · Norway
1265
-17
🇳🇴 Chinese · Norway
1260
-16
🇳🇴 Bengalis · Norway
1232
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 1,224 12:22 — — ⚔ Scout Rush
45 1,073 11:39 23:09 — ⚔ Scouts into Towers
36 852 12:24 — — ⚔ Archer Rush
32 762 11:30 19:19 — ⚔ Scout Rush
30 701 13:56 18:23 — ⛏ Fast Castle
30 708 12:57 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,625 3,347 250 380 8,602 8,332
3,980 2,555 520 1,500 8,555 8,232
4,935 2,898 350 100 8,283 8,683
3,970 2,286 250 865 7,371 7,291
3,830 1,924 570 100 6,424 6,396
3,485 2,481 150 100 6,216 7,321
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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