AoeStats
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African Clearing

506561091Analyzed
3v3 RM · 16d ago on Sep 14, 2026· 54m 25s· 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
🇦🇷 Chinese · Argentina
1238
+13
🇦🇷 Inca · Argentina
1224
+14
🇦🇷 Cumans · Argentina
1183
+16
🇨🇦 Berbers · Canada
1225
-16
🇹🇷 Romans · Türkiye
1171
-14
🇨🇴 Mongols · Colombia
1146
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 3,003 14:29 23:25 — ⚔ Towers into Archers
46 2,501 15:01 26:52 43:57 ⚔ Champi Rush
45 2,438 13:01 26:40 35:49 ⚔ Archers into Skirms
42 2,287 12:10 24:21 36:43 ⚔ Archer Rush
30 1,632 14:53 18:28 39:13 ⛏ Fast Castle
29 1,594 12:55 16:51 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
24,085 16,760 10,205 2,350 53,400 54,525
28,575 10,878 10,515 3,355 53,323 57,519
17,030 14,886 11,655 2,900 46,471 53,035
19,025 15,585 10,470 1,150 46,230 51,164
7,540 4,660 2,180 1,500 15,880 19,352
6,215 5,533 2,610 450 14,808 17,262
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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