AoeStats
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African Clearing

503801544Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 39m 0s· 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
🇦🇺 Malay · Australia
871
+39
🇬🇧 Franks · United Kingdom
798
+17
🇬🇧 Huns · United Kingdom
770
+18
🇹🇷 Khmer · Türkiye
871
-19
🇳🇱 Byzantines · Netherlands
827
-17
🇮🇳 Bulgarians · India
769
-14
Player eAPM Actions Feudal Castle Imperial Opening
18 702 18:14 27:09 ⛏ Fast Castle
16 643 16:36 26:00 ⚔ Drush into Scouts
14 563 13:54 16:48 36:32 ⛏ Fast Castle
13 504 15:49 ⚔ Skirmisher Rush
7 287 18:50 ⚔ M@A Rush
7 281 17:53 ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
8,365 4,220 3,045 850 16,480 18,450
5,705 3,745 495 2,900 12,845 15,590
7,495 2,675 910 750 11,830 12,878
3,330 2,675 75 745 6,825 6,290
2,950 1,667 220 0 4,837 5,579
2,390 1,505 230 100 4,225 4,704
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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