AoeStats
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African Clearing

510612455Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 43m 38s· 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
🇹🇷 Cumans · Türkiye
793
+15
🇺🇦 Vietnamese · Ukraine
773
+16
🇬🇧 Shu · United Kingdom
758
+17
🇺🇸 Franks · United States
826
-17
🇦🇷 Italians · Argentina
764
-16
🇸🇰 Huns · Slovakia
746
-15
Player eAPM Actions Feudal Castle Imperial Opening
28 1,228 14:41 29:54 38:03 ⛏ Fast Castle
18 800 16:05 22:01 — ⛏ Fast Castle
15 640 16:42 21:27 37:51 ⛏ Fast Castle
10 450 17:28 22:26 42:26 ⛏ Fast Castle
9 394 16:21 26:00 — ⚔ Fish Boom into Archers
8 353 14:31 25:13 —

Resources

Player Food Wood Gold Stone Spent Collected
13,190 11,289 5,150 1,705 31,334 34,269
11,550 7,290 3,145 1,110 23,095 25,230
8,550 6,424 3,305 1,640 19,919 26,466
7,370 4,860 3,620 2,150 18,000 20,411
8,120 5,015 2,025 1,290 16,450 17,575
3,460 4,030 460 225 8,175 10,592
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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