AoeStats
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African Clearing

504106542Analyzed
3v3 RM · 28d ago on Sep 3, 2026· 46m 39s· 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
🇦🇷 Jurchens · Argentina
1801
+16
🇦🇷 Slavs · Argentina
1622
+23
🇲🇽 Vietnamese · Mexico
1614
+24
🇩🇪 Mapuche · Germany
1795
-21
🇩🇪 Hindustanis · Germany
1794
-21
🇩🇪 Mongols · Germany
1784
-21
Player eAPM Actions Feudal Castle Imperial Opening
65 3,009 11:14 20:59 38:31 ⚔ Scout Rush
46 2,137 10:59 24:17 39:18 ⚔ Scout Rush
41 1,935 12:43 25:08 38:46 ⚔ Archer Rush
38 1,795 12:02 16:12 36:11 ⛏ Fast Castle
31 1,438 13:16 17:05 33:36 ⛏ Fast Castle
28 1,291 13:30 17:55 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,225 20,384 11,735 1,720 51,064 54,116
19,925 16,283 10,245 3,105 49,558 52,526
22,050 14,101 10,730 980 47,861 48,557
13,455 11,443 5,070 1,055 31,023 33,088
10,275 10,373 6,750 3,460 30,858 32,924
6,525 11,575 6,070 1,150 25,320 26,997
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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