AoeStats
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African Clearing

505327942Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 38m 10s· 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 · United States
1172
+16
🇺🇸 Berbers · United States
1159
+16
🇧🇷 Gurjaras · Brazil
1152
+17
🇲🇽 Slavs · Mexico
1285
-22
🇲🇽 Malay · Mexico
1139
-15
🇲🇽 Magyars · Mexico
1072
-12
Player eAPM Actions Feudal Castle Imperial Opening
44 1,680 13:33 19:30 — ⛏ Fast Castle
33 1,278 12:20 24:12 — ⚔ Scout Rush
32 1,234 12:39 24:25 —
31 1,202 15:12 19:07 — ⛏ Fast Castle
26 992 14:39 22:32 — ⚔ Scout Rush
21 799 15:27 25:15 —

Resources

Player Food Wood Gold Stone Spent Collected
11,380 6,020 3,940 1,800 23,140 26,005
11,580 4,530 5,010 1,100 22,220 22,987
8,270 8,006 1,425 300 18,001 17,732
7,760 5,468 3,055 950 17,233 19,314
7,500 5,370 1,900 1,800 16,570 18,369
5,845 5,986 995 1,850 14,676 14,826
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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