AoeStats
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African Clearing

505665816Analyzed
3v3 RM · 23d ago on Sep 10, 2026· 108m 21s· 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
🇭🇷 Cumans · Croatia
748
+13
🇬🇷 Huns · Greece
674
+16
🇲🇽 Persians · Mexico
634
+18
🇦🇷 Cumans · Argentina
740
-19
🇦🇷 Sicilians · Argentina
693
-16
🇦🇷 Franks · Argentina
592
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 4,869 16:08 40:01 52:10 ⚔ Tower Rush
29 3,186 15:22 42:21 63:57 ⚔ Skirmisher Rush
20 2,136 14:30 41:52 54:35
19 2,013 17:16 23:14 46:49 ⛏ Fast Castle
14 1,537 16:07 21:49 43:53 ⚔ FC into Scouts
14 1,507 13:58 35:08 59:25 ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
77,170 30,050 46,070 7,650 160,940 172,050
59,615 42,365 40,790 2,450 145,220 158,266
59,740 40,148 36,780 4,700 141,368 154,736
54,780 43,213 11,455 8,100 117,548 136,111
43,780 42,400 8,475 3,725 98,380 111,974
26,330 20,795 16,015 5,700 68,840 72,162
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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