AoeStats
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African Clearing

511381519Analyzed
3v3 RM · 14d ago on Oct 4, 2026· 32m 29s· 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
🇬🇧 Magyars · United Kingdom
1103
+15
🇪🇸 Gurjaras · Spain
1069
+16
🇪🇸 Huns · Spain
1069
+16
vs
🇪🇸 Teutons · Spain
1101
-16
🇬🇧 Huns · United Kingdom
1070
-16
🇨🇴 Gurjaras · Colombia
1067
-15
Player eAPM Actions Feudal Castle Imperial Opening
29 943 14:00 18:50 — ⛏ Fast Castle
23 740 13:07 24:08 — ⚔ Scout Rush
21 667 14:06 22:40 — ⛏ Fast Castle
21 679 12:54 21:28 — ⛏ Fast Castle
18 573 15:10 21:41 — ⛏ Fast Castle
12 390 17:17 22:20 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,375 8,605 1,230 1,050 22,260 23,316
7,890 4,475 1,895 1,050 15,310 15,645
6,920 4,630 1,350 950 13,850 15,951
5,695 4,960 1,050 1,600 13,305 13,168
4,905 3,430 400 1,600 10,335 11,557
4,740 2,910 715 1,405 9,770 9,562
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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