AoeStats
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African Clearing

518480395Analyzed
3v3 RM · 2d ago on Nov 3, 2026· 66m 40s· 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
🇸🇪 Vietnamese · Sweden
806
+16
🇩🇪 Khmer · Germany
780
+17
🇨🇱 Romans · Chile
774
+17
vs
976
-23
🇻🇳 Goths · Vietnam
729
-33
🇻🇳 Franks · Vietnam
712
-29
Player eAPM Actions Feudal Castle Imperial Opening
29 1,902 13:49 22:34 58:02 ⚔ Scouts into Archers
20 1,305 16:04 20:41 46:30 ⛏ Fast Castle
14 924 18:30 28:56 49:52 ⛏ Fast Castle
13 881 18:36 25:28 41:53 ⛏ Fast Castle
12 809 15:54 23:38 50:50 ⛏ Fish Boom FC
11 733 14:21 22:41 63:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,660 28,861 21,735 7,155 90,411 96,090
25,220 17,820 6,630 1,760 51,430 57,556
25,615 11,520 8,865 950 46,950 64,947
10,545 12,855 8,010 2,150 33,560 40,815
13,530 13,435 4,145 1,175 32,285 36,074
11,565 7,415 4,050 300 23,330 27,106
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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