AoeStats
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African Clearing

504980397Analyzed
3v3 RM · 24d ago on Sep 7, 2026· 30m 19s· 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
🇧🇾 Berbers · Belarus
1505
+9
🇷🇺 Vietnamese · Russia
1425
+11
🇬🇪 Huns · Georgia
1424
+11
🇨🇳 Jurchens · China
1400
-13
🇨🇱 Portuguese · Chile
1342
-11
🇹🇼 Tupi · Taiwan
1230
-7
Player eAPM Actions Feudal Castle Imperial Opening
53 1,606 11:28 23:34 — ⚔ Scout Rush
45 1,368 12:57 26:09 — ⚔ Scout Rush
36 1,104 14:08 19:17 — ⛏ Fast Castle
30 908 13:37 18:41 —
28 860 13:57 17:35 — ⛏ Fast Castle
20 621 16:31 20:28 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
9,165 3,930 2,320 235 15,650 15,304
6,760 5,304 570 1,075 13,709 13,705
5,710 4,574 1,515 1,600 13,399 14,613
7,215 3,369 1,450 200 12,234 12,091
4,950 3,505 1,345 650 10,450 12,155
4,760 3,905 410 1,050 10,125 11,731
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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