AoeStats
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African Clearing

510623631Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 27m 5s· 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
🇪🇸 Goths · Spain
1400
+9
🇪🇸 Cumans · Spain
1260
+14
🇪🇸 Mongols · Spain
1206
+16
🇧🇷 Celts · Brazil
1266
-15
🇧🇷 Vietnamese · Brazil
1206
-12
🇧🇷 Magyars · Brazil
1205
-12
Player eAPM Actions Feudal Castle Imperial Opening
44 1,196 13:34 — — ⚔ Archer Rush
29 779 11:27 — — ⚔ Scout Rush
26 715 13:47 18:52 — ⛏ Fast Castle
24 651 16:17 — — ⚔ M@A Rush
24 639 12:19 25:44 — ⛏ Fast Castle
19 526 13:38 25:19 —

Resources

Player Food Wood Gold Stone Spent Collected
6,675 3,563 805 1,700 12,743 12,232
6,185 4,553 825 850 12,413 13,816
4,475 4,253 2,415 200 11,343 11,905
4,180 2,093 575 475 7,323 7,123
3,480 2,584 150 100 6,314 7,094
2,925 1,000 330 100 4,355 6,524
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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