AoeStats
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African Clearing

510569662Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 27m 25s· 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
🇮🇳 Danes · India
1211
+10
🇮🇳 Vietnamese · India
1173
+11
🇮🇳 Malians · India
1171
+11
🇫🇷 Italians · France
1077
-11
🇭🇰 Poles · Hong Kong SAR China
1071
-11
🇲🇽 Sicilians · Mexico
1045
-10
Player eAPM Actions Feudal Castle Imperial Opening
32 866 15:12 18:44 — ⛏ Fast Castle
31 840 14:33 18:45 — ⛏ Fast Castle
28 775 14:16 19:22 — ⛏ Fast Castle
22 603 13:55 17:59 — ⛏ Fast Castle
17 453 13:53 18:52 — ⛏ Fast Castle
15 413 18:26 22:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,100 5,010 1,665 200 13,975 14,157
7,225 5,000 250 400 12,875 13,456
5,620 3,506 950 200 10,276 11,354
5,295 3,035 1,270 200 9,800 10,039
4,325 2,583 545 1,510 8,963 8,870
4,700 2,900 650 330 8,580 8,756
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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