AoeStats
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African Clearing

510519476Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 54m 33s· 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
🇦🇺 Berbers · Australia
1032
+17
🇦🇺 Huns · Australia
944
+21
🇦🇺 Franks · Australia
888
+48
🇧🇷 Saracens · Brazil
1143
-24
🇧🇷 Huns · Brazil
1054
-20
🇧🇷 Hindustanis · Brazil
960
-17
Player eAPM Actions Feudal Castle Imperial Opening
39 2,112 17:37 33:55 — ⚔ Scout Rush
30 1,653 12:29 16:41 43:57 ⛏ Fast Castle
26 1,432 19:51 24:00 51:30 ⚔ FC into Archers
20 1,091 15:17 20:34 40:50 ⛏ Fast Castle
19 1,059 13:35 23:14 39:32 ⚔ Scout Rush
16 875 12:58 40:27 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,580 18,774 11,095 2,525 57,974 61,240
21,035 13,610 11,620 1,600 47,865 54,743
10,900 13,692 12,345 1,150 38,087 40,007
14,000 10,719 5,630 1,150 31,499 35,392
11,005 11,320 7,805 500 30,630 38,171
9,170 9,867 1,120 725 20,882 20,611
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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