AoeStats
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African Clearing

511908888Analyzed
3v3 RM · 10d ago on Oct 7, 2026· 44m 10s· 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
🇵🇪 Hindustanis · Peru
1055
+14
🇦🇺 Huns · Australia
1036
+15
🇬🇹 Britons · Guatemala
1016
+15
vs
🇺🇸 Saxons · United States
1184
-22
🇺🇸 Japanese · United States
926
-11
🇺🇸 Sicilians · United States
906
-11
Player eAPM Actions Feudal Castle Imperial Opening
33 1,468 11:51 22:11 41:01 ⚔ M@A into Archers
23 1,028 12:50 17:44 37:40 ⛏ Fast Castle
17 739 15:07 20:34 37:29 ⛏ Fast Castle
15 660 15:34 21:37 42:07 ⛏ Fast Castle
14 622 13:59 23:33 42:47 ⚔ Scout Rush
12 525 13:54 25:16 42:23 ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,490 13,862 9,900 3,850 58,102 62,428
16,305 8,790 6,650 2,350 34,095 36,362
9,025 10,260 7,410 2,025 28,720 30,342
11,330 9,590 4,750 910 26,580 27,692
11,205 7,560 2,670 2,400 23,835 27,292
7,490 5,760 3,245 200 16,695 17,196
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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