AoeStats
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African Clearing

510775760Analyzed
3v3 RM · 23h ago on Oct 2, 2026· 34m 14s· 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
871
+15
🇨🇳 Saxons · China
867
+15
🇨🇳 Danes · China
800
+19
🇹🇼 Wu · Taiwan
868
-17
🇹🇼 Romans · Taiwan
847
-16
🇹🇼 Persians · Taiwan
844
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 1,185 14:22 18:51 — ⚔ FC into Scouts
24 838 12:39 21:06 — ⛏ Fast Castle
22 747 14:39 26:52 — ⚔ Archer Rush
19 656 16:43 20:40 — ⛏ Fast Castle
18 607 15:23 19:44 — ⛏ Fast Castle
17 581 14:34 19:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,790 5,170 2,090 3,020 16,070 16,097
8,050 4,451 1,690 950 15,141 16,200
5,125 4,648 1,615 920 12,308 14,311
5,940 3,695 870 645 11,150 14,614
5,010 4,738 700 230 10,678 11,316
3,970 4,175 470 1,500 10,115 10,027
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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