AoeStats
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African Clearing

510423036Analyzed
3v3 RM · 4h ago on Sep 30, 2026· 55m 32s· 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
🇺🇸 Persians · United States
908
+12
🇺🇸 Berbers · United States
892
+13
🇺🇸 Ethiopians · United States
838
+15
🇳🇿 Poles · New Zealand
920
-17
🇦🇷 Italians · Argentina
776
-12
🇧🇷 Franks · Brazil
772
-11
Player eAPM Actions Feudal Castle Imperial Opening
37 2,064 12:48 25:19 48:19 ⚔ Archer Rush
20 1,087 14:37 28:11 47:07 ⚔ Fish Boom into Towers into Skirms into Archers
19 1,077 12:32 22:49 41:03 ⚔ Fish Boom into Scouts into Skirms
16 902 18:00 26:52 49:41 ⚔ M@A Rush
16 868 21:36 35:48 — ⛏ Fast Castle
16 865 18:38 30:49 51:14 ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
17,800 12,670 10,890 4,145 45,505 50,715
15,175 14,650 6,990 2,560 39,375 47,506
16,010 7,775 4,525 2,715 31,025 31,617
11,295 10,202 5,925 2,650 30,072 30,045
9,335 12,190 5,325 2,165 29,015 32,804
10,650 8,902 500 1,475 21,527 23,449
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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