AoeStats
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African Clearing

510930070Analyzed
3v3 RM · 5h ago on Oct 3, 2026· 54m 32s· 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
🇻🇪 Varangians · Venezuela
1548
+17
🇦🇷 Khmer · Argentina
1488
+19
🇨🇳 Britons · China
1487
+19
🇨🇴 Mapuche · Colombia
1614
-21
🇨🇴 Jurchens · Colombia
1557
-18
🇨🇴 Turks · Colombia
1506
-16
Player eAPM Actions Feudal Castle Imperial Opening
74 4,042 12:09 23:07 34:44 ⚔ Scout Rush
60 3,278 12:49 23:10 40:30 ⚔ Scout Rush
56 3,062 13:08 16:40 40:08 ⛏ Fast Castle
53 2,917 13:30 30:22 40:50 ⚔ Archer Rush
36 1,944 12:26 16:48 47:56 ⛏ Fast Castle
35 1,931 12:11 16:04 40:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,635 17,788 15,900 5,920 74,243 77,592
27,525 13,508 20,825 1,900 63,758 64,159
27,300 13,602 13,495 3,790 58,187 62,126
19,770 15,676 7,790 3,350 46,586 48,899
27,365 14,165 3,390 1,580 46,500 51,105
8,025 11,218 4,540 780 24,563 27,803
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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