AoeStats
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African Clearing

510904779Analyzed
3v3 RM · 23h ago on Oct 3, 2026· 24m 11s· 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
🇺🇸 Varangians · United States
1230
+11
🇺🇸 Maya · United States
1124
+15
🇺🇸 Danes · United States
1076
+17
🇺🇸 Danes · United States
1146
-16
🇺🇸 Saxons · United States
1145
-16
🇺🇸 Ethiopians · United States
1026
-11
Player eAPM Actions Feudal Castle Imperial Opening
39 949 12:58 23:03 — ⚔ Archer Rush
28 687 13:52 22:20 — ⚔ M@A into Archers
20 493 15:25 — —
18 441 13:14 21:51 — ⛏ Fast Castle
12 293 12:48 — — ⚔ Skirmisher Rush
10 231 18:43 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,320 3,419 1,180 200 9,119 9,669
4,080 2,447 930 750 8,207 9,030
4,415 1,890 315 750 7,370 7,719
3,750 2,995 235 225 7,205 7,835
3,150 1,908 540 600 6,198 5,904
1,675 2,325 320 100 4,420 4,983
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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