AoeStats
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African Clearing

510625477Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 43m 30s· 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
🇪🇸 Japanese · Spain
1256
+17
🇪🇸 Varangians · Spain
1216
+19
🇪🇸 Huns · Spain
1196
+19
🇮🇳 Italians · India
1401
-23
1241
-17
🇮🇳 Shu · India
1182
-15
Player eAPM Actions Feudal Castle Imperial Opening
31 1,349 14:21 20:51 38:07 ⛏ Fast Castle
31 1,334 14:20 27:58 — ⚔ M@A into Towers
28 1,218 13:13 25:41 — ⚔ Archer Rush
24 1,035 12:23 24:45 — ⚔ Scout Rush
18 776 13:15 20:25 —
17 751 13:38 21:24 36:00

Resources

Player Food Wood Gold Stone Spent Collected
15,790 6,102 6,970 575 29,437 29,140
12,545 8,585 2,935 875 24,940 26,241
9,090 9,333 4,220 1,700 24,343 29,243
7,310 9,805 7,025 100 24,240 26,128
8,455 5,617 3,680 1,055 18,807 22,315
6,350 5,058 1,985 1,275 14,668 14,647
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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