AoeStats
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African Clearing

505114342Analyzed
3v3 RM · 23d ago on Sep 7, 2026· 46m 47s· 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
🇧🇷 Vietnamese · Brazil
1344
+14
🇧🇷 Koreans · Brazil
1322
+15
🇧🇷 Khitans · Brazil
1311
+16
🇹🇷 Goths · Türkiye
1349
-17
🇹🇷 Huns · Türkiye
1283
-14
🇹🇷 Vietnamese · Türkiye
1280
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 2,291 12:02 25:06 45:36 ⚔ Scout Rush
48 2,228 12:29 26:31 — ⚔ Scout Rush
31 1,461 12:22 26:05 40:06 ⚔ Archer Rush
30 1,399 13:35 20:18 35:30
30 1,414 13:54 18:11 43:45 ⛏ Fast Castle
19 885 12:10 19:12 35:37 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,950 9,317 9,020 2,285 48,572 55,568
24,580 11,934 6,500 2,550 45,564 47,677
24,080 10,597 6,595 2,550 43,822 48,365
10,775 12,755 7,890 1,755 33,175 34,338
11,895 7,610 2,830 3,330 25,665 27,069
11,500 7,799 2,495 1,150 22,944 26,090
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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