AoeStats
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African Clearing

510771684Analyzed
3v3 RM · 20h ago on Oct 2, 2026· 22m 54s· 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
🇨🇳 Varangians · China
874
+15
🇨🇳 Saxons · China
871
+15
🇨🇳 Danes · China
796
+19
🇹🇼 Wu · Taiwan
868
-17
🇹🇼 Romans · Taiwan
846
-16
🇹🇼 Persians · Taiwan
842
-16
Player eAPM Actions Feudal Castle Imperial Opening
30 686 15:43 19:01 — ⛏ Fast Castle
29 671 16:07 — — ⚔ M@A into Towers into Fish Boom into Archers
23 530 13:18 — — ⚔ Archer Rush
19 439 16:27 22:19 — ⛏ Fast Castle
19 439 16:29 — — ⛏ Fish Boom
15 347 15:11 20:58 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
4,200 1,610 660 750 7,220 6,997
3,375 2,200 930 100 6,605 7,518
3,000 1,825 310 750 5,885 5,860
2,700 2,383 315 350 5,748 6,862
2,600 2,105 250 645 5,600 5,158
2,200 3,060 50 225 5,535 6,213
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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