AoeStats
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African Clearing

510448490Analyzed
3v3 RM · 18h ago on Oct 1, 2026· 41m 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
🇵🇪 Spanish · Peru
1366
+14
🇦🇷 Mongols · Argentina
1351
+15
🇹🇼 Slavs · Taiwan
1234
+20
🇨🇱 Franks · Chile
1339
-17
🇨🇱 Gurjaras · Chile
1336
-17
🇨🇱 Huns · Chile
1298
-15
Player eAPM Actions Feudal Castle Imperial Opening
54 2,221 14:52 20:14 — ⛏ Fast Castle
43 1,771 13:13 21:21 — ⚔ Scout Rush
41 1,690 11:37 24:53 — ⚔ Scouts into Archers
40 1,672 11:31 22:12 — ⚔ Scout Rush
34 1,405 13:40 18:41 — ⛏ Fast Castle
31 1,292 13:45 27:43 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,475 9,292 5,480 330 26,577 27,206
12,840 6,148 5,160 1,600 25,748 26,714
11,415 6,319 3,925 1,725 23,384 23,797
8,000 5,323 1,135 1,850 16,308 17,496
7,425 4,448 2,745 535 15,153 15,150
5,400 2,937 1,640 1,705 11,682 11,664
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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