AoeStats
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African Clearing

510335300Analyzed
3v3 RM · 11h ago on Sep 30, 2026· 51m 23s· 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 · Türkiye
1224
+12
🇻🇳 Bulgarians · Vietnam
1168
+14
🇧🇩 Huns · Bangladesh
1128
+16
🇭🇰 Varangians · Hong Kong SAR China
1159
-15
🇬🇧 Spanish · United Kingdom
1137
-14
🇭🇰 Franks · Hong Kong SAR China
1093
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 2,833 15:25 21:43 46:20 ⚔ Scout Rush
36 1,863 14:50 18:35 39:09 ⛏ Fast Castle
36 1,828 13:53 22:51 42:53 ⚔ Scout Rush
35 1,796 16:15 21:14 — ⚔ M@A FC
33 1,706 12:54 21:12 41:38 ⚔ FC into Scouts
22 1,124 14:50 25:22 35:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,775 14,373 19,020 1,700 63,868 73,362
18,240 11,548 6,980 3,705 40,473 40,714
18,655 10,044 9,625 1,340 39,664 41,192
16,545 10,885 7,255 1,600 36,285 45,264
11,270 7,006 1,740 2,575 22,591 25,882
9,465 5,131 3,765 990 19,351 20,375
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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