AoeStats
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African Clearing

510672947Analyzed
3v3 RM · 3h ago on Oct 2, 2026· 37m 36s· 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
🇨🇦 Celts · Canada
1039
+10
🇨🇴 Danes · Colombia
996
+11
🇨🇴 Britons · Colombia
799
+19
🇺🇸 Lithuanians · United States
892
-14
🇨🇦 Georgians · Canada
885
-13
🇨🇴 Huns · Colombia
873
-35
Player eAPM Actions Feudal Castle Imperial Opening
34 1,277 14:29 28:01 — ⚔ M@A Rush
26 993 14:01 18:26 — ⛏ Fast Castle
24 888 17:09 27:10 — ⛏ Fast Castle
19 730 17:29 33:23 — ⚔ M@A into Scouts into Skirms
19 698 17:11 32:08 — ⚔ Archer Rush
15 557 14:05 26:55 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,715 6,230 2,125 400 18,470 21,006
8,730 6,571 1,975 950 18,226 19,925
6,765 5,207 1,625 1,075 14,672 16,432
4,685 5,230 3,370 285 13,570 13,987
7,495 4,075 1,000 875 13,445 14,431
5,260 5,200 350 300 11,110 13,337
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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