AoeStats
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African Clearing

505284389Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 26m 43s· 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
🇲🇽 Inca · Mexico
1503
+14
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1464
+16
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1448
+16
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1474
-16
🇨🇭 Slavs · Switzerland
1455
-15
🇨🇭 Bulgarians · Switzerland
1447
-15
Player eAPM Actions Feudal Castle Imperial Opening
53 1,405 12:49 24:34 — ⚔ Scout Rush
51 1,365 11:55 — — ⚔ Scout Rush
50 1,337 12:17 — — ⚔ Archer Rush
47 1,253 15:37 19:59 — ⛏ Fast Castle
39 1,035 12:11 21:26 —
26 698 12:10 — — ⚔ Drush into Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
6,015 4,169 1,285 200 11,669 10,921
6,620 2,707 2,120 200 11,647 11,091
5,760 4,466 500 100 10,826 11,063
6,075 3,059 340 625 10,099 10,100
5,850 3,368 350 100 9,668 10,467
3,700 2,682 910 225 7,517 8,688
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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