AoeStats
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African Clearing

510600357Analyzed
3v3 RM · 14h ago on Oct 1, 2026· 60m 15s· 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
🇺🇸 Chinese · United States
1181
+14
🇫🇷 Portuguese · France
1148
+15
🇦🇷 Mongols · Argentina
1137
+16
🇬🇧 Khmer · United Kingdom
1173
-17
🇬🇧 Wu · United Kingdom
1118
-14
🇬🇧 Huns · United Kingdom
1115
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 3,026 10:53 27:25 38:52 ⚔ Scouts into Fish Boom
42 2,537 16:09 22:33 46:46 ⛏ Fast Castle
29 1,731 14:19 33:04 37:19 ⚔ Archer Rush
25 1,478 14:50 24:23 35:08 ⚔ Archer Rush
22 1,309 13:13 17:06 39:51 ⛏ Fast Castle
20 1,208 12:54 28:48 42:06 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
35,440 13,202 16,215 4,180 69,037 77,041
20,690 19,765 13,680 2,350 56,485 76,954
17,825 22,482 12,705 3,140 56,152 82,341
13,355 15,160 10,600 3,030 42,145 48,343
12,770 15,793 8,685 4,300 41,548 48,934
17,935 11,473 4,755 2,565 36,728 38,023
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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