AoeStats
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African Clearing

510633289Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 34m 9s· 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
🇲🇽 Byzantines · Mexico
1094
+19
🇫🇷 Franks · France
1086
+19
🇺🇸 Vietnamese · United States
1066
+20
🇨🇴 Persians · Colombia
1239
-22
🇨🇴 Varangians · Colombia
1131
-18
🇨🇴 Italians · Colombia
1117
-18
Player eAPM Actions Feudal Castle Imperial Opening
31 1,056 14:08 — — ⚔ Scout Rush
30 1,017 13:55 25:47 — ⚔ Scout Rush
26 904 13:46 20:30 — ⚔ Skirms into Archers
22 748 15:25 26:37 — ⚔ Scout Rush
22 749 14:03 19:03 — ⛏ Fast Castle
17 569 13:34 27:48 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,435 6,783 1,820 500 18,538 19,728
5,475 6,381 5,370 985 18,211 18,221
10,295 4,383 1,620 200 16,498 17,319
6,875 4,477 690 1,510 13,552 14,335
4,600 3,247 410 1,500 9,757 9,384
4,625 3,784 150 225 8,784 9,019
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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