AoeStats
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African Clearing

510434752Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 42m 33s· 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
🇻🇳 Aztecs · Vietnam
1413
+12
🇺🇸 Burmese · United States
1324
+16
🇺🇸 Varangians · United States
1053
+26
🇨🇱 Jurchens · Chile
1327
-18
🇨🇱 Persians · Chile
1324
-19
🇨🇱 Varangians · Chile
1282
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 2,145 11:20 29:44 — ⚔ Scouts into Archers
46 1,969 12:47 21:44 — ⚔ Scout Rush
42 1,802 13:31 18:03 37:26 ⛏ Fast Castle
37 1,570 14:01 17:46 — ⛏ Fast Castle
37 1,563 12:06 22:37 40:29 ⚔ Scout Rush
36 1,547 13:57 25:36 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,850 12,911 7,005 2,660 36,426 42,990
17,395 9,140 4,695 1,250 32,480 33,712
15,400 8,089 6,090 2,350 31,929 32,347
15,510 8,369 3,830 955 28,664 28,900
11,205 9,490 400 1,460 22,555 25,539
8,345 5,387 3,050 505 17,287 18,677
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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