AoeStats
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African Clearing

506779834Analyzed
3v3 RM · 18d ago on Sep 15, 2026· 24m 54s· 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 · Argentina
1310
+14
🇵🇪 Goths · Peru
1291
+15
🇨🇳 Huns · China
1267
+16
🇦🇷 Vietnamese · Argentina
1292
-16
🇦🇷 Mongols · Argentina
1283
-16
🇦🇷 Malay · Argentina
1223
-13
Player eAPM Actions Feudal Castle Imperial Opening
52 1,299 11:24 21:59 — ⚔ Scout Rush
37 914 13:17 — — ⚔ Scout Rush
31 771 12:55 18:05 — ⛏ Fast Castle
28 687 16:08 — —
25 634 12:39 17:10 — ⛏ Fast Castle
18 457 14:55 21:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,485 3,635 2,155 310 11,585 11,574
6,100 3,485 300 300 10,185 10,107
5,820 2,723 745 850 10,138 9,381
4,420 3,188 150 100 7,858 8,603
3,795 2,746 320 200 7,061 7,573
3,650 1,433 50 225 5,358 5,473
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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