AoeStats
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African Clearing

504984838Analyzed
3v3 RM · 24d ago on Sep 7, 2026· 31m 30s· 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
1514
+9
🇷🇺 Jurchens · Russia
1436
+12
🇬🇪 Turks · Georgia
1435
+12
🇬🇧 Vietnamese · United Kingdom
1393
-13
🇬🇧 Burgundians · United Kingdom
1361
-11
🇬🇧 Wei · United Kingdom
1304
-9
Player eAPM Actions Feudal Castle Imperial Opening
44 1,389 10:56 23:06 — ⚔ Scouts into Towers
42 1,327 13:21 17:30 — ⛏ Fast Castle
35 1,099 13:20 18:42 — ⛏ Fast Castle
31 962 15:39 22:41 — ⛏ Fast Castle
30 933 13:00 17:31 — ⛏ Fast Castle
24 741 13:50 18:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,620 4,427 3,810 1,505 21,362 20,823
7,590 4,791 1,655 1,000 15,036 15,358
7,545 5,112 1,390 950 14,997 15,240
5,305 5,115 2,500 200 13,120 12,881
7,110 2,860 1,430 850 12,250 13,186
4,400 3,169 250 300 8,119 7,546
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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