AoeStats
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African Clearing

511596455Analyzed
3v3 RM · 7d ago on Oct 5, 2026· 46m 20s· 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
🇿🇦 Persians · South Africa
1184
+15
🇲🇽 Huns · Mexico
1157
+16
🇬🇧 Cumans · United Kingdom
1120
+19
vs
🇦🇹 Tatars · Austria
1170
-17
🇦🇹 Hindustanis · Austria
1165
-17
🇫🇷 Byzantines · France
1146
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 2,415 12:11 27:44 — ⚔ Archer Rush
33 1,520 14:24 25:38 42:57 ⚔ Archer Rush
32 1,488 14:30 19:14 — ⛏ Fast Castle
28 1,302 15:46 22:58 — ⛏ Fast Castle
25 1,154 12:16 37:58 — ⚔ Scout Rush
23 1,088 15:46 34:02 —

Resources

Player Food Wood Gold Stone Spent Collected
15,805 9,775 8,915 2,440 36,935 38,461
13,490 11,115 3,385 1,225 29,215 29,974
10,320 9,942 7,000 545 27,807 34,000
10,165 9,838 3,350 1,175 24,528 25,277
10,555 5,826 3,790 1,400 21,571 23,023
11,650 7,475 1,830 325 21,280 21,863
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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