AoeStats
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African Clearing

503796358Analyzed
3v3 RM · 1mo ago on Sep 2, 2026· 25m 4s· 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 · China
1207
+16
🇨🇳 Magyars · China
1192
+16
🇨🇳 Goths · China
1163
+18
🇨🇳 Mongols · China
1258
-19
🇩🇪 Mongols · Germany
1201
-17
🇧🇾 Mongols · Belarus
1133
-14
Player eAPM Actions Feudal Castle Imperial Opening
36 914 13:58 — — ⚔ Scout Rush
28 691 14:21 — —
26 652 11:44 23:18 — ⚔ Scout Rush
21 522 12:49 — — ⚔ Towers into Scouts
20 501 14:00 20:47 — ⚔ Archer Rush
16 408 13:06 17:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,660 2,885 1,170 200 9,915 9,369
4,750 2,710 550 950 8,960 8,559
4,810 3,344 150 100 8,404 9,461
3,635 1,650 485 100 5,870 6,100
2,815 2,365 50 570 5,800 6,526
2,250 1,705 50 195 4,200 4,951
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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