AoeStats
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African Clearing

511019236Analyzed
3v3 RM · 3h ago on Oct 3, 2026· 30m 42s· 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
🇭🇰 Huns · Hong Kong SAR China
1474
+12
🇭🇰 Magyars · Hong Kong SAR China
1417
+15
🇭🇰 Berbers · Hong Kong SAR China
1401
+15
🇹🇷 Mongols · Türkiye
1435
-16
🇨🇳 Armenians · China
1395
-14
🇦🇺 Khmer · Australia
1345
-12
Player eAPM Actions Feudal Castle Imperial Opening
63 1,929 13:29 24:06 — ⚔ M@A FC
43 1,333 11:38 25:04 — ⚔ Scout Rush
36 1,097 13:23 19:34 —
34 1,033 11:17 22:34 — ⚔ Scout Rush
27 821 12:22 18:19 — ⛏ Fast Castle
24 734 11:34 30:16 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,250 5,341 1,180 1,600 15,371 15,375
6,580 3,909 1,385 200 12,074 13,018
8,150 3,080 500 100 11,830 12,597
6,930 3,440 400 530 11,300 12,128
4,360 4,064 1,250 325 9,999 9,754
5,300 2,247 250 125 7,922 8,699
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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