AoeStats
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African Clearing

504815457Analyzed
3v3 RM · 27d ago on Sep 6, 2026· 55m 59s· 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
1459
+8
🇦🇷 Huns · Argentina
1318
+14
🇦🇷 Saracens · Argentina
1170
+20
🇩🇪 Spanish · Germany
1314
-16
🇩🇪 Vietnamese · Germany
1238
-13
1238
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 2,711 12:56 24:09 42:36 ⚔ Scout Rush
38 2,141 15:26 20:01 40:51 ⛏ Fast Castle
33 1,850 12:26 21:31 49:50 ⚔ Towers FC
22 1,256 13:13 17:24 43:13 ⛏ Fast Castle
19 1,036 14:59 18:51 39:54 ⛏ Fast Castle
17 926 12:39 17:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,090 22,273 13,155 1,150 73,668 78,737
29,320 18,750 19,415 4,050 71,535 78,253
26,720 13,080 20,050 2,150 62,000 66,052
24,975 14,929 14,925 3,550 58,379 66,811
21,380 20,705 8,790 2,430 53,305 62,312
6,505 4,208 2,715 1,000 14,428 14,480
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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