AoeStats
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African Clearing

504742221Analyzed
3v3 RM · 27d ago on Sep 6, 2026· 29m 48s· 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
799
+15
🇪🇸 Bohemians · Spain
780
+16
🇷🇺 Celts · Russia
712
+18
🇫🇷 Goths · France
796
-43
🇫🇷 Britons · France
796
-44
🇫🇷 Britons · France
736
-35
Player eAPM Actions Feudal Castle Imperial Opening
23 681 15:50 25:31 — ⚔ Scout Rush
21 625 14:51 28:08 — ⚔ Drush
19 580 24:43 — — ⚔ Drush
17 503 13:49 27:43 — ⛏ Fast Castle
12 343 19:38 — — ⚔ Drush
4 134 17:12 — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
5,225 4,670 885 200 10,980 12,956
5,655 3,695 1,270 200 10,820 11,217
3,750 3,427 575 110 7,862 9,541
3,965 2,770 470 100 7,305 9,171
3,300 2,806 300 100 6,506 7,779
1,100 945 110 100 2,255 1,772
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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