AoeStats
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African Clearing

504085032Analyzed
3v3 RM · 27d ago on Sep 3, 2026· 75m 28s· 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
🇵🇪 Italians · Peru
1070
+15
🇹🇷 Mongols · Türkiye
1060
+15
🇭🇰 Franks · Hong Kong SAR China
1021
+17
🇩🇰 Bengalis · Denmark
1152
-21
🇩🇰 Lithuanians · Denmark
1012
-14
🇩🇰 Cumans · Denmark
956
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 2,960 15:51 27:12 44:13 ⚔ Scout Rush
33 2,478 12:32 30:54 50:30 ⚔ M@A Rush
29 2,204 13:45 19:00 43:34 ⛏ Fish Boom FC
21 1,555 13:15 18:52 40:33 ⛏ Fast Castle
21 1,572 16:51 24:47 73:41 ⛏ Fast Castle
11 804 19:47 24:20 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
48,390 45,831 32,700 6,350 133,271 144,400
41,965 25,802 26,610 7,785 102,162 119,305
27,000 28,110 10,190 3,950 69,250 82,199
19,230 25,980 20,010 3,985 69,205 74,740
26,875 22,220 7,965 3,650 60,710 61,547
4,335 3,053 535 850 8,773 10,853
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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