AoeStats
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African Clearing

505972863Analyzed
3v3 RM · 19d ago on Sep 11, 2026· 37m 53s· 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
🇫🇷 Wu · France
1592
+11
🇫🇷 Mongols · France
1446
+17
🇫🇷 Maya · France
1433
+17
🇦🇷 Chinese · Argentina
1527
-17
🇦🇷 Mapuche · Argentina
1469
-15
🇦🇷 Gurjaras · Argentina
1413
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 2,015 11:11 23:40 — ⚔ Scout Rush
51 1,943 12:44 16:59 — ⛏ Fast Castle
40 1,497 13:29 17:23 — ⛏ Fast Castle
35 1,310 14:35 18:39 — ⛏ Fast Castle
35 1,310 11:56 27:31 — ⚔ Scout Rush
35 1,316 12:17 16:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,725 9,380 5,200 4,200 28,505 29,417
10,460 12,028 2,470 1,050 26,008 28,977
12,580 5,817 2,460 300 21,157 21,401
8,220 6,110 3,335 1,050 18,715 19,483
10,895 4,821 2,480 300 18,496 19,027
6,045 8,352 925 1,150 16,472 16,591
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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