AoeStats
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African Clearing

512500204Analyzed
3v3 RM · 10d ago on Oct 9, 2026· 11m 16s· 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
🇷🇺 Saxons · Russia
934
+16
🇹🇷 Saracens · Türkiye
891
+18
🇦🇷 Turks · Argentina
886
+18
vs
🇨🇦 Danes · Canada
978
-18
🇺🇸 Celts · United States
913
-17
🇺🇸 Goths · United States
912
-17
Player eAPM Actions Feudal Castle Imperial Opening
28 321 — — —
25 285 — — —
20 220 — — —
20 222 — — —
18 204 — — —
15 172 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,550 1,075 50 100 2,775 2,218
1,200 675 50 100 2,025 1,888
1,050 775 0 100 1,925 1,744
1,250 575 0 100 1,925 1,898
1,100 575 50 100 1,825 1,735
1,050 575 50 100 1,775 1,231
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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