AoeStats
← [TAIDA] WH

African Clearing

510532041Analyzed
3v3 RM · 10h ago on Oct 1, 2026· 36m 52s· 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
🇦🇷 Huns · Argentina
1535
+9
🇦🇷 Varangians · Argentina
1506
+9
🇦🇷 Gurjaras · Argentina
1432
+12
🇹🇼 Huns · Taiwan
1376
-11
🇦🇷 Vietnamese · Argentina
1365
-10
🇹🇼 Berbers · Taiwan
1321
-9
Player eAPM Actions Feudal Castle Imperial Opening
54 2,008 12:08 24:02 — ⚔ Scout Rush
50 1,828 14:54 18:41 — ⛏ Fast Castle
47 1,740 12:18 16:58 35:40 ⛏ Fast Castle
45 1,658 14:10 19:18 — ⛏ Fast Castle
41 1,518 11:13 25:58 — ⚔ Scout Rush
29 1,082 12:47 18:54 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,900 11,779 6,705 505 29,889 31,507
12,640 8,425 3,485 1,785 26,335 26,733
8,325 9,619 4,935 400 23,279 25,688
12,565 6,880 2,000 600 22,045 22,241
9,620 8,573 1,110 1,700 21,003 21,665
6,905 5,022 850 525 13,302 15,385
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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