AoeStats
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African Clearing

510457770Analyzed
3v3 RM · 9h ago on Oct 1, 2026· 33m 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
🇵🇪 Cumans · Peru
1240
+15
🇦🇷 Japanese · Argentina
1235
+15
🇦🇺 Mongols · Australia
1226
+16
🇮🇳 Wei · India
1248
-17
🇦🇷 Aztecs · Argentina
1218
-15
🇨🇱 Vietnamese · Chile
1184
-14
Player eAPM Actions Feudal Castle Imperial Opening
41 1,371 14:02 25:53 — ⚔ Scout Rush
40 1,348 14:11 28:51 — ⚔ Tower Rush
30 1,018 14:30 18:51 — ⛏ Fast Castle
25 855 14:26 23:50 —
22 759 15:56 26:12 — ⛏ Fish Boom
19 634 18:20 — — ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
8,795 8,068 2,195 2,160 21,218 22,174
6,375 9,497 2,005 1,100 18,977 19,472
7,210 4,661 1,475 2,150 15,496 15,494
6,310 6,892 1,075 425 14,702 15,794
4,975 3,366 575 1,935 10,851 10,844
2,650 1,530 540 100 4,820 4,348
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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