AoeStats
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African Clearing

506485257Analyzed
3v3 RM · 19d ago on Sep 13, 2026· 28m 6s· 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
🇨🇱 Mongols · Chile
1453
+13
🇩🇴 Saracens · Dominican Republic
1398
+15
1320
+19
🇬🇧 Tatars · United Kingdom
1386
-16
🇬🇧 Khmer · United Kingdom
1382
-16
🇬🇧 Mongols · United Kingdom
1376
-15
Player eAPM Actions Feudal Castle Imperial Opening
51 1,421 11:58 22:05 — ⚔ Scout Rush
29 825 12:32 17:52 — ⛏ Fast Castle
27 757 12:32 22:59 — ⚔ Scout Rush
26 722 12:08 26:52 — ⚔ Scout Rush
24 666 12:16 26:04 — ⚔ Archer Rush
11 312 16:24 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,105 5,050 2,160 300 13,615 12,758
5,505 4,409 1,390 100 11,404 10,970
5,635 2,825 1,695 950 11,105 10,978
5,955 3,027 350 750 10,082 10,586
5,020 2,927 950 750 9,647 10,153
3,665 2,960 435 100 7,160 7,601
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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