AoeStats
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African Clearing

512420709Analyzed
3v3 RM · 9d ago on Oct 9, 2026· 58m 45s· 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
🇹🇷 Teutons · Türkiye
1544
+12
🇺🇸 Tupi · United States
1534
+12
🇨🇦 Huns · Canada
1488
+14
vs
🇵🇪 Mongols · Peru
1588
-17
🇵🇪 Varangians · Peru
1482
-14
1279
-7
Player eAPM Actions Feudal Castle Imperial Opening
50 2,930 10:42 19:42 38:38 ⚔ Scout Rush
48 2,833 11:35 15:18 36:34 ⛏ Fast Castle
43 2,528 12:37 17:05 39:51 ⛏ Fast Castle
31 1,831 12:59 17:36 — ⛏ Fast Castle
28 1,645 10:50 20:16 37:14
25 1,478 12:31 17:57 38:35

Resources

Player Food Wood Gold Stone Spent Collected
47,770 14,226 23,190 3,215 88,401 98,542
24,825 31,985 19,730 5,695 82,235 89,051
31,090 21,797 21,325 1,045 75,257 83,718
26,705 20,718 15,225 2,450 65,098 73,259
15,450 18,408 13,285 4,105 51,248 57,211
10,270 12,961 3,755 2,395 29,381 32,803
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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