AoeStats
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African Clearing

506782116Analyzed
3v3 RM · 18d ago on Sep 15, 2026· 50m 38s· 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
1394
+12
🇵🇪 Goths · Peru
1306
+15
🇨🇳 Burgundians · China
1252
+18
🇨🇱 Vietnamese · Chile
1345
-17
🇨🇱 Magyars · Chile
1290
-15
🇨🇱 Huns · Chile
1249
-13
Player eAPM Actions Feudal Castle Imperial Opening
72 3,668 13:01 16:45 41:47 ⛏ Fast Castle
49 2,471 12:21 23:26 43:45 ⚔ Scout Rush
42 2,141 13:10 18:23 36:11 ⛏ Fast Castle
32 1,630 12:59 17:08 40:20 ⛏ Fast Castle
23 1,159 12:30 20:46 48:32 ⚔ Scout Rush
17 879 13:48 18:44 36:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,855 17,370 14,450 3,625 61,300 67,279
27,080 12,653 14,470 2,895 57,098 58,696
23,020 21,620 9,540 1,450 55,630 59,047
21,665 15,080 11,955 1,870 50,570 56,667
18,690 21,058 8,870 1,800 50,418 52,472
14,485 13,376 6,185 1,250 35,296 37,045
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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