AoeStats
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African Clearing

510517419Analyzed
3v3 RM · 3h ago on Oct 1, 2026· 27m 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
🇫🇷 Vikings · France
930
+8
🇹🇷 Persians · Türkiye
911
+9
🇨🇳 Japanese · China
841
+11
🇮🇩 Teutons · Indonesia
778
-10
🇮🇳 Turks · India
733
-9
🇨🇳 Vikings · China
723
-9
Player eAPM Actions Feudal Castle Imperial Opening
29 809 16:28 — — ⚔ M@A Rush
26 714 15:35 21:53 — ⛏ Fast Castle
24 659 15:12 20:56 —
18 487 18:00 24:59 — ⚔ Scout Rush
15 407 13:40 21:56 — ⛏ Fast Castle
10 283 15:31 — — ⚔ Drush into Towers

Resources

Player Food Wood Gold Stone Spent Collected
5,730 3,435 495 2,250 11,910 13,364
4,715 4,660 445 225 10,045 12,113
4,955 3,355 590 975 9,875 10,270
3,960 3,465 400 750 8,575 10,225
4,235 2,100 290 750 7,375 10,371
3,475 1,545 530 350 5,900 6,251
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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