AoeStats
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African Clearing

506817868Analyzed
3v3 RM · 16d ago on Sep 15, 2026· 50m 14s· 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
🇦🇺 Maya · Australia
1352
+15
1330
+16
🇹🇼 Huns · Taiwan
1272
+19
🇳🇿 Saracens · New Zealand
1368
-18
🇦🇺 Malians · Australia
1309
-16
🇦🇺 Magyars · Australia
1305
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 2,560 13:10 23:39 42:39 ⚔ Scout Rush
40 2,018 13:12 18:20 42:15 ⛏ Fast Castle
39 1,979 13:59 19:03 36:41 ⛏ Fast Castle
29 1,468 12:47 17:07 38:46 ⛏ Fast Castle
28 1,407 13:34 20:10 41:42 ⚔ Drush FC
28 1,419 14:32 22:39 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,200 17,766 10,575 3,780 46,321 63,219
21,270 13,029 8,435 3,005 45,739 52,568
14,755 15,595 9,845 2,475 42,670 58,958
16,520 8,227 10,500 2,445 37,692 39,533
11,360 8,091 4,090 3,315 26,856 29,138
8,960 9,171 2,305 1,375 21,811 23,058
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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