AoeStats
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African Clearing

504918619Analyzed
3v3 RM · 27d ago on Sep 7, 2026· 47m 10s· 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 · Argentina
864
+14
🇦🇷 Romans · Argentina
834
+15
🇦🇷 Mongols · Argentina
777
+19
🇯🇵 Spanish · Japan
849
-17
🇧🇷 Bohemians · Brazil
815
-16
🇨🇱 Bohemians · Chile
801
-15
Player eAPM Actions Feudal Castle Imperial Opening
38 1,805 13:37 24:37 39:05 ⚔ Scout Rush
26 1,222 19:16 24:47 — ⛏ Fast Castle
23 1,079 13:50 21:10 — ⚔ Fish Boom into Scouts
22 1,061 14:32 24:32 38:22 ⛏ Fish Boom FC
16 763 13:32 28:40 46:02 ⛏ Fish Boom
12 546 14:35 21:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,920 18,590 6,930 2,900 48,340 53,773
12,220 16,528 7,535 2,255 38,538 42,443
17,420 8,380 9,020 2,760 37,580 39,120
18,100 10,885 5,285 2,900 37,170 37,872
13,465 14,665 3,155 1,930 33,215 40,970
5,020 6,185 1,295 1,220 13,720 13,835
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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