AoeStats
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African Clearing

510853834Analyzed
3v3 RM · 8h ago on Oct 2, 2026· 47m 25s· 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 Kingdom
1279
+14
🇬🇧 Vietnamese · United Kingdom
1252
+16
🇵🇪 Huns · Peru
1189
+17
🇦🇷 Spanish · Argentina
1276
-17
🇦🇷 Persians · Argentina
1247
-16
🇦🇷 Vietnamese · Argentina
1199
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 2,410 12:12 25:19 37:59 ⚔ Scout Rush
46 2,167 13:13 17:16 46:08 ⛏ Fast Castle
33 1,559 12:37 24:20 — ⛏ Fast Castle
31 1,477 12:06 22:15 36:05 ⚔ Scout Rush
27 1,287 12:03 27:14 43:41 ⚔ Archer Rush
17 815 14:43 19:04 39:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,590 9,428 10,345 3,660 45,023 46,119
13,825 12,872 8,070 1,275 36,042 37,292
11,800 13,253 8,235 1,925 35,213 35,793
12,615 8,313 5,820 2,025 28,773 30,793
10,135 10,256 3,200 1,165 24,756 27,473
10,770 8,817 3,360 1,005 23,952 25,972
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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