AoeStats
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African Clearing

510474530Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 34m 15s· 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
🇨🇴 Chinese · Colombia
1138
+14
🇨🇴 Teutons · Colombia
1136
+14
🇨🇴 Gurjaras · Colombia
1007
+20
🇦🇺 Wu · Australia
1107
-17
🇻🇳 Saxons · Vietnam
1096
-16
🇦🇷 Franks · Argentina
1067
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 1,787 14:53 25:05 — ⚔ Archer Rush
31 1,045 14:06 21:22 — ⚔ Scout Rush
20 702 12:44 21:04 — ⛏ Fast Castle
17 576 16:34 24:52 — ⛏ Fast Castle
15 501 16:00 20:14 — ⛏ Fast Castle
0 12 — — —

Resources

Player Food Wood Gold Stone Spent Collected
8,000 5,610 2,150 950 16,710 18,931
7,210 5,520 2,925 300 15,955 16,882
5,750 3,332 760 1,775 11,617 14,437
5,385 4,200 785 950 11,320 10,495
4,380 4,470 700 950 10,500 10,731
0 0 0 0 0 0
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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