AoeStats
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African Clearing

513397386Analyzed
3v3 RM · 8d ago on Oct 13, 2026· 25m 50s· 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 · China
1352
+10
🇨🇳 Vietnamese · China
1218
+15
1191
+16
vs
🇨🇳 Magyars · China
1216
-14
🇳🇱 Franks · Netherlands
1213
-14
🇬🇧 Burmese · United Kingdom
1175
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 1,130 13:23 17:55 — ⛏ Fast Castle
40 1,031 13:04 18:01 — ⛏ Fast Castle
31 810 14:03 18:54 — ⛏ Fast Castle
24 613 11:52 20:57 — ⚔ Scout Rush
18 458 13:43 22:02 —
14 366 13:31 21:02 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,295 2,634 1,625 200 10,754 10,988
4,985 3,490 800 200 9,475 9,390
5,500 1,958 735 750 8,943 10,196
4,830 2,332 1,225 200 8,587 8,520
3,930 2,658 500 750 7,838 8,829
4,045 2,459 390 200 7,094 7,493
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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