AoeStats
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African Clearing

510448125Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 30m 58s· 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 · Chile
1838
+3
🇨🇱 Slavs · Chile
1793
+3
🇵🇪 Maya · Peru
1777
+4
🇨🇳 Burmese · China
1509
-4
🇵🇪 Magyars · Peru
1382
-3
🇻🇳 Berbers · Vietnam
1379
-3
Player eAPM Actions Feudal Castle Imperial Opening
86 2,664 10:41 21:16 — ⚔ Scout Rush
48 1,501 10:29 21:09 — ⚔ Archer Rush
30 942 12:30 16:05 30:24 ⛏ Fast Castle
24 732 12:46 17:27 — ⛏ Fast Castle
23 725 14:11 27:07 — ⚔ Towers into Scouts
23 724 11:48 20:59 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,000 7,868 2,125 1,080 24,073 24,469
6,465 5,940 2,610 1,500 16,515 17,081
6,850 5,975 2,030 300 15,155 15,291
4,700 5,345 2,260 950 13,255 12,735
4,045 3,823 505 1,250 9,623 9,837
4,140 3,332 915 975 9,362 10,315
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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