AoeStats
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African Clearing

512113646Analyzed
3v3 RM · 6d ago on Oct 8, 2026· 20m 41s· 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
1412
+9
🇲🇽 Khmer · Mexico
1340
+12
🇲🇽 Vietnamese · Mexico
1214
+17
vs
🇦🇷 Burgundians · Argentina
1272
-14
🇦🇷 Malians · Argentina
1271
-14
🇦🇷 Berbers · Argentina
1192
-10
Player eAPM Actions Feudal Castle Imperial Opening
43 894 12:44 — — ⚔ Scouts into Towers into Archers
42 863 13:41 16:39 — ⛏ Fast Castle
41 854 13:25 19:40 — ⛏ Fast Castle
30 613 13:01 17:45 — ⛏ Fast Castle
29 606 14:34 — — ⚔ Archer Rush
28 583 12:54 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,900 2,000 770 200 6,870 6,953
3,355 2,745 490 200 6,790 6,372
3,835 1,525 405 750 6,515 6,908
2,580 2,709 185 360 5,834 5,378
3,005 1,980 250 225 5,460 7,158
2,470 1,653 185 100 4,408 5,173
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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