AoeStats
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African Clearing

511012929Analyzed
3v3 RM · 15d ago on Oct 3, 2026· 29m 6s· 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
🇷🇺 Celts · Russia
1411
+13
🇷🇺 Varangians · Russia
1301
+17
🇷🇺 Hindustanis · Russia
1214
+21
vs
🇯🇵 Saracens · Japan
1361
-18
1338
-17
🇩🇪 Huns · Germany
1302
-16
Player eAPM Actions Feudal Castle Imperial Opening
65 1,887 11:32 22:21 — ⚔ Archer Rush
48 1,403 12:40 17:35 — ⛏ Fast Castle
36 1,052 12:48 23:44 — ⚔ Scout Rush
31 897 12:50 — — ⚔ Archers into Skirms
24 691 11:45 20:42 — ⛏ Fast Castle
23 663 14:45 19:48 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,925 6,772 2,710 400 15,807 16,541
5,480 5,410 2,755 755 14,400 13,881
6,915 4,350 1,700 300 13,265 13,844
5,395 3,231 1,000 895 10,521 9,814
5,080 2,882 970 1,075 10,007 10,920
3,625 2,495 820 225 7,165 7,056
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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