AoeStats
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African Clearing

510534606Analyzed
3v3 RM · 13h ago on Oct 1, 2026· 47m 29s· 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
🇹🇼 Saxons · Taiwan
1241
+17
🇹🇼 Huns · Taiwan
1226
+18
🇹🇼 Magyars · Taiwan
1174
+20
🇻🇳 Huns · Vietnam
1311
-20
🇹🇼 Mongols · Taiwan
1248
-18
🇨🇭 Maya · Switzerland
1230
-17
Player eAPM Actions Feudal Castle Imperial Opening
56 2,647 13:54 17:47 — ⛏ Fast Castle
54 2,542 13:40 24:15 39:58 ⚔ Scout Rush
50 2,366 13:27 18:24 41:52 ⛏ Fast Castle
44 2,071 12:31 18:20 41:23 ⛏ Fish Boom FC
35 1,683 11:50 21:27 43:03 ⚔ Archer Rush
30 1,421 14:11 19:54 42:12 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
19,500 13,156 9,255 2,340 44,251 44,655
16,210 13,430 6,565 2,750 38,955 43,765
12,575 14,052 7,060 2,350 36,037 37,167
12,100 12,040 9,635 950 34,725 39,018
15,420 8,533 7,495 2,490 33,938 36,127
6,250 5,277 1,990 2,515 16,032 18,159
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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