AoeStats
← Mr.Razorski

African Clearing

510401605Analyzed
3v3 RM · 12h ago on Sep 30, 2026· 49m 8s· 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
🇩🇰 Poles · Denmark
1146
+13
🇵🇱 Franks · Poland
999
+19
🇵🇱 Magyars · Poland
936
+22
🇬🇧 Mongols · United Kingdom
1129
-20
🇮🇳 Inca · India
1104
-19
🇹🇷 Maya · Türkiye
994
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 2,281 12:35 24:14 38:06 ⚔ Scout Rush
39 1,920 13:52 22:11 — ⚔ Champis into Archers
33 1,602 14:05 24:28 —
23 1,133 15:11 21:52 40:59 ⚔ Scout Rush
20 979 13:51 24:07 41:14
8 399 17:06 24:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,160 12,974 9,380 1,500 40,014 41,561
15,630 12,177 5,605 1,630 35,042 53,413
13,295 9,210 3,650 1,360 27,515 31,113
8,900 8,616 1,830 2,375 21,721 23,611
9,270 6,495 2,940 2,010 20,715 22,242
3,425 3,091 250 875 7,641 9,018
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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