AoeStats
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African Clearing

510995682Analyzed
3v3 RM · 5h ago on Oct 3, 2026· 58m 4s· 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
🇩🇪 Huns · Germany
1297
+10
🇪🇸 Persians · Spain
1293
+11
🇧🇪 Saxons · Belgium
1243
+13
1184
-12
1169
-11
1155
-11
Player eAPM Actions Feudal Castle Imperial Opening
47 2,722 14:00 20:34 — ⚔ Towers FC
39 2,239 14:22 20:40 — ⛏ Fast Castle
31 1,800 12:18 27:25 — ⚔ Scout Rush
29 1,673 14:04 20:37 38:32 ⛏ Fast Castle
28 1,654 12:22 23:01 45:52 ⚔ Scout Rush
19 1,102 14:56 22:15 52:09

Resources

Player Food Wood Gold Stone Spent Collected
32,145 14,931 18,940 2,550 68,566 72,303
28,220 13,616 13,115 2,900 57,851 67,466
14,765 18,208 12,140 1,820 46,933 60,442
18,345 13,873 4,535 4,000 40,753 44,472
16,275 10,093 4,605 400 31,373 36,150
13,450 12,077 3,285 2,210 31,022 33,770
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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