AoeStats
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African Clearing

510932138Analyzed
3v3 RM · 9h ago on Oct 3, 2026· 63m 39s· 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
🇳🇿 Spanish · New Zealand
1365
+14
🇦🇺 Koreans · Australia
1358
+14
🇦🇺 Berbers · Australia
1357
+14
🇨🇴 Tupi · Colombia
1414
-18
🇲🇽 Vietnamese · Mexico
1327
-14
🇲🇽 Sicilians · Mexico
1222
-10
Player eAPM Actions Feudal Castle Imperial Opening
44 2,815 13:48 29:28 49:50 ⛏ Fast Castle
43 2,754 12:05 26:10 45:57 ⚔ Archer Rush
43 2,754 12:09 22:17 50:59 ⚔ Scout Rush
28 1,761 13:23 30:09 — ⚔ M@A Rush
24 1,525 11:58 34:08 54:01 ⚔ Scouts into Archers
15 964 31:35 38:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,285 49,383 14,985 5,550 85,203 88,974
26,695 24,794 10,010 4,560 66,059 80,463
27,275 21,588 9,530 2,250 60,643 63,572
27,785 10,725 19,065 3,010 60,585 63,573
11,410 12,410 6,135 3,200 33,155 36,362
8,750 6,451 375 2,100 17,676 19,723
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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