AoeStats
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African Clearing

510460841Analyzed
3v3 RM · 3d ago on Oct 1, 2026· 80m 18s· 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
🇺🇸 Maya · United States
1235
+15
🇬🇵 Celts · Guadeloupe
1233
+15
🇺🇸 Byzantines · United States
1181
+17
🇳🇮 Lithuanians · Nicaragua
1280
-18
🇳🇮 Huns · Nicaragua
1186
-15
🇳🇮 Persians · Nicaragua
1172
-14
Player eAPM Actions Feudal Castle Imperial Opening
53 4,225 16:39 21:47 36:24 ⛏ Fast Castle
40 3,223 14:00 19:34 41:28 ⚔ FC into Scouts
27 2,183 13:03 22:40 50:00 ⛏ Fast Castle
25 2,015 13:04 22:23 45:44 ⚔ M@A into Archers
22 1,777 25:39 32:21 48:54 ⛏ Fast Castle
21 1,710 12:31 18:00 39:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,475 42,303 23,270 5,020 115,068 117,245
45,610 32,833 24,720 4,645 107,808 111,839
44,805 21,140 24,165 1,450 91,560 98,107
28,630 27,191 16,775 6,340 78,936 92,997
33,260 19,499 15,630 1,350 69,739 78,307
32,545 21,417 9,815 2,790 66,567 71,861
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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