AoeStats
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African Clearing

506919179Analyzed
3v3 RM · 16d ago on Sep 15, 2026· 32m 20s· 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 · Colombia
1373
+15
🇪🇸 Vietnamese · Spain
1329
+16
🇺🇸 Maya · United States
1278
+19
🇩🇪 Italians · Germany
1496
-22
🇩🇪 Jurchens · Germany
1495
-22
1022
-6
Player eAPM Actions Feudal Castle Imperial Opening
49 1,583 12:16 24:29 — ⚔ Scout Rush
38 1,215 11:48 30:54 — ⚔ M@A into Archers
32 1,031 11:41 21:29 — ⚔ Archers into Scouts
24 769 13:42 17:52 — ⛏ Fast Castle
22 702 13:36 17:56 — ⛏ Fast Castle
19 627 15:28 21:20 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,000 5,995 2,880 850 16,725 16,997
7,425 5,214 2,155 1,660 16,454 17,484
5,750 5,256 1,465 2,250 14,721 15,298
5,475 5,054 1,790 1,725 14,044 14,803
5,800 5,307 2,430 200 13,737 13,483
4,730 3,494 525 210 8,959 8,597
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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