AoeStats
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African Clearing

510636284Analyzed
3v3 RM · 4h ago on Oct 1, 2026· 26m 36s· 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
🇨🇱 Magyars · Chile
1341
+10
🇨🇱 Ethiopians · Chile
1073
+20
🇷🇺 Huns · Russia
1064
+20
🇦🇷 Turks · Argentina
1200
-18
🇨🇴 Saxons · Colombia
1163
-16
🇵🇪 Huns · Peru
1160
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 1,221 13:23 17:22 — ⛏ Fast Castle
39 1,042 11:40 16:11 — ⛏ Fast Castle
38 1,000 12:48 22:54 — ⚔ Archer Rush
36 964 15:15 20:46 — ⛏ Fast Castle
33 887 12:44 — — ⚔ Tower Rush
25 671 12:30 16:47 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,635 4,199 2,155 200 11,189 11,628
4,375 4,681 1,620 200 10,876 10,771
4,195 3,775 2,360 100 10,430 10,321
5,310 3,940 725 300 10,275 10,260
4,375 2,985 550 1,000 8,910 8,447
3,875 2,089 100 860 6,924 7,161
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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