AoeStats
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African Clearing

505144352Analyzed
3v3 RM · 25d ago on Sep 8, 2026· 48m 13s· 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 · Argentina
1054
+16
🇦🇷 Cumans · Argentina
1017
+18
🇨🇦 Inca · Canada
1014
+18
1090
-18
🇧🇷 Magyars · Brazil
1080
-18
🇧🇷 Turks · Brazil
1015
-16
Player eAPM Actions Feudal Castle Imperial Opening
25 1,223 13:34 20:50 46:12 ⛏ Fast Castle
24 1,146 13:48 21:00 45:59 ⚔ Scout Rush
24 1,145 12:20 18:24 45:31 ⛏ Fast Castle
21 996 15:34 22:13 44:40 ⛏ Fast Castle
21 1,004 14:10 27:27 41:01 ⚔ Tower Rush
9 430 20:58 29:17 38:40

Resources

Player Food Wood Gold Stone Spent Collected
20,510 13,645 7,680 1,400 43,235 48,628
19,075 11,257 9,935 1,050 41,317 52,935
13,970 7,500 7,240 3,475 32,185 37,388
15,925 8,835 4,040 3,040 31,840 36,422
11,685 7,975 8,745 1,375 29,780 30,082
6,835 6,145 2,050 610 15,640 16,346
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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