AoeStats
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African Clearing

505150415Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 54m 28s· 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
🇺🇸 Ethiopians · United States
1022
+13
🇺🇸 Huns · United States
1016
+13
🇺🇸 Inca · United States
976
+14
🇺🇾 Tatars · Uruguay
963
-14
🇦🇷 Mongols · Argentina
951
-14
🇺🇾 Magyars · Uruguay
918
-12
Player eAPM Actions Feudal Castle Imperial Opening
32 1,752 14:20 24:09 43:58 ⚔ Skirmisher Rush
26 1,443 13:50 20:12 42:31 ⛏ Fast Castle
24 1,319 14:53 20:07 43:49 ⚔ Archers FC
18 969 15:03 24:03 38:00 ⛏ Fast Castle
15 817 15:00 33:21 50:54
10 553 15:38 27:23 46:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,710 8,110 16,620 1,090 51,530 63,423
17,095 19,180 11,210 3,535 51,020 58,239
16,460 20,835 12,135 1,590 51,020 60,307
17,050 14,087 10,285 3,450 44,872 47,629
15,175 12,595 4,350 1,340 33,460 35,293
8,430 8,480 2,925 1,755 21,590 21,544
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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