AoeStats
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African Clearing

511152002Analyzed
3v3 RM · 12d ago on Oct 3, 2026· 51m 41s· 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
🇦🇷 Cumans · Argentina
883
+16
🇦🇷 Ethiopians · Argentina
834
+18
🇦🇷 Romans · Argentina
808
+19
vs
1012
-22
🇨🇦 Koreans · Canada
900
-19
🇷🇺 Spanish · Russia
742
-12
Player eAPM Actions Feudal Castle Imperial Opening
49 2,552 14:51 27:07 37:39 ⚔ Scout Rush
36 1,840 14:48 26:10 47:30
29 1,478 14:01 20:04 40:53 ⚔ FC into Archers
27 1,412 15:13 28:23 — ⚔ Skirmisher Rush
26 1,347 16:14 25:21 40:55 ⛏ Fast Castle
22 1,121 17:34 23:03 46:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,845 12,980 10,420 2,150 43,395 48,114
16,680 14,842 5,460 2,985 39,967 43,376
10,725 11,726 8,390 3,700 34,541 44,906
12,275 12,944 6,175 2,800 34,194 37,939
9,275 6,417 5,005 2,385 23,082 30,811
6,160 8,010 2,260 1,320 17,750 19,108
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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