AoeStats
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African Clearing

506077226Analyzed
3v3 RM · 21d ago on Sep 12, 2026· 26m 32s· 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
🇩🇪 Georgians · Germany
957
+14
🇬🇧 Turks · United Kingdom
954
+14
🇩🇪 Ethiopians · Germany
951
+14
🇮🇳 Persians · India
935
-15
🇦🇺 Mongols · Australia
913
-14
🇩🇪 Bulgarians · Germany
879
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 769 12:36 20:47 — ⚔ Archer Rush
15 392 17:55 — —
14 361 15:49 — — ⚔ Scouts into Archers
14 373 13:35 26:19 — ⚔ Scout Rush
14 361 13:34 17:49 — ⛏ Fast Castle
10 268 — — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
6,665 3,839 390 100 10,994 11,235
4,215 1,755 1,020 850 7,840 8,365
3,630 2,006 525 875 7,036 7,199
3,170 2,790 650 100 6,710 8,114
3,615 1,733 50 230 5,628 5,309
3,150 1,325 110 100 4,685 4,807
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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