AoeStats
← Dickus Giganticus

African Clearing

510727812Analyzed
3v3 RM · 12h ago on Oct 2, 2026· 22m 11s· 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 · Japan
1242
+16
🇦🇺 Khmer · Australia
1233
+16
🇫🇷 Ethiopians · France
1152
+20
🇦🇺 Romans · Australia
1272
-19
🇹🇷 Armenians · Türkiye
1254
-18
🇭🇰 Chinese · Hong Kong SAR China
1178
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 903 14:58 — — ⛏ Fish Boom
38 833 11:50 — — ⚔ Scout Rush
30 664 14:33 19:08 — ⚔ FC into Scouts
28 627 13:56 — — ⚔ Archer Rush
27 591 14:41 — — ⚔ M@A Rush
26 570 13:55 18:03 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
4,775 2,791 400 300 8,266 7,836
5,385 2,440 150 0 7,975 8,878
3,550 2,400 1,200 100 7,250 7,696
3,765 1,985 320 225 6,295 6,826
3,755 1,950 300 100 6,105 6,442
2,880 2,721 50 115 5,766 6,119
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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