AoeStats
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African Clearing

511648492Analyzed
3v3 RM · 14d ago on Oct 6, 2026· 30m 6s· 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
929
+16
🇨🇴 Mongols · Colombia
917
+17
🇨🇱 Armenians · Chile
887
+19
vs
🇧🇷 Vietnamese · Brazil
946
-18
🇧🇷 Varangians · Brazil
929
-17
🇦🇷 Wei · Argentina
927
-17
Player eAPM Actions Feudal Castle Imperial Opening
37 1,118 13:06 25:14 — ⚔ Scout Rush
25 748 16:38 21:22 — ⛏ Fast Castle
23 703 14:37 23:03 — ⛏ Fast Castle
18 555 17:01 24:59 — ⛏ Fast Castle
18 539 16:35 24:55 — ⛏ Fast Castle
14 427 13:57 23:34 — ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
7,505 4,570 920 300 13,295 14,229
5,305 4,145 1,605 280 11,335 11,325
4,625 3,513 980 1,425 10,543 11,151
5,950 3,704 625 200 10,479 10,827
5,260 3,326 340 230 9,156 9,355
3,400 3,255 475 955 8,085 8,404
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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