AoeStats
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African Clearing

510629545Analyzed
3v3 RM · 13d ago on Oct 1, 2026· 44m 58s· 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
🇬🇹 Magyars · Guatemala
1112
+17
🇷🇴 Mongols · Romania
1107
+17
🇷🇺 Huns · Russia
1048
+18
vs
🇺🇸 Magyars · United States
1150
-19
🇺🇸 Saxons · United States
1121
-17
🇺🇸 Gurjaras · United States
1094
-16
Player eAPM Actions Feudal Castle Imperial Opening
37 1,654 13:32 31:13 — ⚔ M@A into Skirms
33 1,485 12:33 27:56 — ⚔ Scouts into Archers
32 1,446 11:54 24:06 — ⚔ Scout Rush
28 1,281 15:14 19:34 33:19 ⛏ Fast Castle
21 936 14:19 22:21 — ⚔ Scout Rush
18 812 14:21 20:13 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,090 9,575 19,135 1,700 59,500 64,186
13,060 8,729 4,850 1,900 28,539 32,834
10,325 10,264 4,470 955 26,014 30,831
9,990 9,545 2,055 1,175 22,765 25,462
8,465 6,956 1,455 1,925 18,801 18,596
7,380 4,950 1,435 1,930 15,695 18,088
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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