AoeStats
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African Clearing

506514440Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 30m 49s· 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
🇫🇮 Franks · Finland
1741
+6
🇩🇪 Malay · Germany
1737
+7
🇦🇷 Muisca · Argentina
1525
+14
🇺🇸 Chinese · United States
1495
-9
🇺🇸 Berbers · United States
1495
-9
🇺🇸 Vietnamese · United States
1495
-9
Player eAPM Actions Feudal Castle Imperial Opening
60 1,839 11:22 20:53 — ⚔ Scout Rush
50 1,545 13:38 16:35 — ⛏ Fish Boom FC
35 1,085 13:26 17:37 — ⛏ Fast Castle
34 1,059 12:55 16:56 — ⛏ Fast Castle
32 981 12:34 16:45 — ⛏ Fast Castle
25 771 14:29 18:17 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,745 9,365 4,430 200 28,740 29,563
9,210 7,433 1,550 1,120 19,313 19,511
6,550 6,243 3,185 850 16,828 17,142
8,750 5,902 1,375 525 16,552 17,265
6,250 4,613 1,060 850 12,773 15,035
5,110 3,862 1,205 865 11,042 12,001
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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