AoeStats
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African Clearing

506686347Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 47m 0s· 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
🇨🇱 Tupi · Chile
1581
+10
🇪🇸 Vietnamese · Spain
1498
+13
🇦🇷 Portuguese · Argentina
1342
+18
🇨🇭 Tatars · Switzerland
1475
-16
🇨🇭 Georgians · Switzerland
1435
-14
🇨🇭 Japanese · Switzerland
1365
-11
Player eAPM Actions Feudal Castle Imperial Opening
48 2,246 12:01 30:24 — ⚔ Archer Rush
47 2,197 11:57 17:47 35:50 ⛏ Fast Castle
44 2,055 12:48 30:25 40:47 ⚔ Archer Rush
41 1,910 13:39 20:06 39:24 ⛏ Fish Boom FC
39 1,823 13:29 18:09 45:08 ⛏ Fast Castle
22 1,030 13:32 18:18 38:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,060 19,992 15,465 2,705 58,222 59,361
17,645 13,572 6,790 4,055 42,062 42,037
11,175 13,473 10,775 2,250 37,673 40,338
10,250 11,491 9,820 930 32,491 38,175
12,270 9,838 5,660 1,700 29,468 31,345
8,000 7,927 3,180 2,575 21,682 23,333
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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