AoeStats
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African Clearing

510456302Analyzed
3v3 RM · 15h ago on Oct 1, 2026· 51m 56s· 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
🇧🇷 Tatars · Brazil
1233
+14
🇵🇪 Lithuanians · Peru
1216
+15
🇵🇪 Persians · Peru
1205
+16
🇬🇵 Teutons · Guadeloupe
1233
-16
🇺🇸 Bohemians · United States
1185
-15
🇺🇸 Varangians · United States
1176
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 2,267 12:33 24:07 39:54 ⚔ Scout Rush
33 1,725 13:56 34:02 49:05 ⚔ Towers FC
24 1,224 12:33 23:01 41:41 ⚔ Scout Rush
24 1,255 12:53 17:05 38:04 ⛏ Fast Castle
23 1,201 11:42 26:39 45:06 ⚔ Scouts into Towers
15 787 14:35 21:15 46:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,355 15,987 12,085 4,300 54,727 68,225
24,350 8,820 13,570 2,405 49,145 55,351
18,080 14,319 6,485 1,385 40,269 42,393
14,055 9,112 5,225 2,570 30,962 31,277
11,255 9,219 3,675 2,150 26,299 26,767
12,760 6,991 4,155 2,080 25,986 26,874
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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