AoeStats
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African Clearing

512069250Analyzed
3v3 RM · 12d ago on Oct 7, 2026· 48m 33s· 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
🇺🇸 Berbers · United States
1177
+16
🇺🇸 Shu · United States
1153
+17
🇺🇸 Franks · United States
1144
+17
vs
🇨🇴 Spanish · Colombia
1185
-17
🇨🇴 Hindustanis · Colombia
1183
-17
🇺🇸 Vietnamese · United States
1159
-16
Player eAPM Actions Feudal Castle Imperial Opening
45 2,194 12:53 18:11 39:41 ⛏ Fast Castle
43 2,071 11:35 27:02 — ⚔ Archer Rush
35 1,721 12:37 18:37 — ⛏ Fast Castle
30 1,437 12:20 26:01 46:21 ⚔ Scouts into Skirms
23 1,125 14:28 19:06 38:05 ⛏ Fast Castle
19 939 13:01 17:36 38:09 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
28,200 11,370 22,220 1,090 62,880 73,631
20,765 24,112 9,465 5,070 59,412 64,677
15,985 13,835 10,170 2,545 42,535 48,044
17,285 9,781 8,095 2,350 37,511 39,195
11,025 9,295 4,230 2,325 26,875 29,511
10,170 10,993 2,555 1,800 25,518 26,649
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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