AoeStats
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African Clearing

506951369Analyzed
3v3 RM · 16d ago on Sep 15, 2026· 38m 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
🇺🇸 Lithuanians · United States
1433
+6
🇺🇸 Poles · United States
1430
+6
🇵🇪 Ethiopians · Peru
1345
+9
🇦🇷 Mongols · Argentina
1181
-7
🇦🇷 Magyars · Argentina
1181
-7
🇦🇷 Malay · Argentina
1172
-7
Player eAPM Actions Feudal Castle Imperial Opening
41 1,577 14:49 20:22 — ⚔ Archer Rush
39 1,499 14:16 18:20 37:25 ⛏ Fast Castle
27 1,055 13:07 21:54 — ⚔ Drush FC
26 990 13:20 25:45 — ⚔ Towers into Scouts
24 941 12:13 23:37 — ⛏ Fast Castle
23 885 12:58 24:49 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,840 11,054 5,825 1,165 32,884 32,830
8,785 8,007 4,460 950 22,202 25,708
8,590 8,542 2,110 1,725 20,967 22,683
9,120 6,612 1,980 880 18,592 20,188
5,875 6,620 1,585 975 15,055 17,657
5,900 4,918 1,205 950 12,973 13,335
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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