AoeStats
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African Clearing

510594764Analyzed
3v3 RM · 7h ago on Oct 1, 2026· 32m 2s· 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
🇵🇪 Tatars · Peru
1316
+15
🇬🇧 Danes · United Kingdom
1309
+15
🇬🇧 Khitans · United Kingdom
1278
+17
🇩🇪 Huns · Germany
1347
-18
🇩🇪 Persians · Germany
1299
-16
🇦🇹 Vietnamese · Austria
1232
-13
Player eAPM Actions Feudal Castle Imperial Opening
57 1,823 12:36 26:29 — ⚔ Archers into Skirms
38 1,221 14:30 23:33 —
36 1,169 15:22 19:13 — ⛏ Fast Castle
34 1,093 12:08 28:36 — ⚔ Scout Rush
30 951 12:45 16:42 — ⛏ Fast Castle
26 818 12:13 22:55 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,675 4,196 3,145 325 15,341 15,542
8,245 4,517 1,290 850 14,902 15,070
7,820 4,760 1,085 100 13,765 13,313
5,300 5,275 1,880 875 13,330 13,780
7,505 3,882 920 850 13,157 12,916
4,150 5,048 2,575 325 12,098 12,570
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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