AoeStats
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African Clearing

505702564Analyzed
3v3 RM · 21d ago on Sep 10, 2026· 45m 22s· 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
🇲🇽 Berbers · Mexico
1844
+6
🇲🇽 Magyars · Mexico
1679
+12
🇲🇽 Chinese · Mexico
1470
+20
🇧🇷 Huns · Brazil
1695
-17
🇧🇷 Mongols · Brazil
1564
-12
🇧🇷 Berbers · Brazil
1505
-9
Player eAPM Actions Feudal Castle Imperial Opening
58 2,632 11:55 21:57 — ⚔ Archer Rush
57 2,575 13:01 16:59 36:32 ⛏ Fast Castle
48 2,167 12:33 20:52 — ⚔ Skirms into Archers
47 2,129 12:10 19:29 42:39 ⚔ Scout Rush
42 1,912 11:38 25:37 — ⚔ Scout Rush
34 1,545 11:35 30:26 41:03 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,610 17,121 12,115 3,260 54,106 60,614
16,600 13,145 8,315 1,260 39,320 39,486
16,960 8,325 5,900 1,710 32,895 33,315
9,600 9,051 4,250 2,250 25,151 25,576
11,630 7,903 2,630 1,985 24,148 25,808
5,585 6,282 3,720 1,760 17,347 19,864
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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