AoeStats
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African Clearing

504882437Analyzed
3v3 RM · 24d ago on Sep 6, 2026· 56m 34s· 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
🇨🇦 Bulgarians · Canada
1408
+14
🇺🇸 Khmer · United States
1290
+19
🇺🇸 Armenians · United States
1209
+22
🇨🇱 Cumans · Chile
1474
-24
🇨🇱 Koreans · Chile
1370
-19
🇨🇱 Poles · Chile
1207
-12
Player eAPM Actions Feudal Castle Imperial Opening
49 2,785 12:40 24:01 43:16 ⚔ Archer Rush
47 2,647 12:52 29:59 39:11 ⚔ Scout Rush
45 2,551 14:14 22:37 41:58 ⚔ Archer Rush
41 2,321 14:37 25:36 — ⚔ Scout Rush
35 1,959 13:32 21:34 40:22 ⚔ Archer Rush
34 1,942 11:51 23:24 41:39 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
41,335 10,703 24,760 4,500 81,298 89,756
42,300 16,518 15,525 2,150 76,493 79,734
30,090 19,262 15,815 5,400 70,567 71,956
18,675 19,865 14,155 3,300 55,995 66,906
16,295 21,794 7,425 1,755 47,269 49,520
11,565 7,649 4,820 1,075 25,109 27,500
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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