AoeStats
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African Clearing

504566693Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 30m 7s· 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
🇧🇪 Mongols · Belgium
1183
+9
🇧🇪 Spanish · Belgium
1064
+13
🇧🇪 Franks · Belgium
915
+18
🇹🇷 Teutons · Türkiye
1045
-15
🇹🇷 Koreans · Türkiye
1042
-15
🇹🇷 Poles · Türkiye
913
-10
Player eAPM Actions Feudal Castle Imperial Opening
45 1,364 13:57 18:43 — ⛏ Fast Castle
23 683 13:50 21:16 — ⛏ Fast Castle
21 620 14:31 23:02 — ⛏ Fast Castle
17 512 19:36 28:59 — ⛏ Fish Boom
15 467 16:27 — — ⚔ Skirms into Towers
11 332 17:22 23:22 —

Resources

Player Food Wood Gold Stone Spent Collected
5,900 6,000 1,230 400 13,530 15,542
5,475 4,180 800 1,400 11,855 11,803
7,350 3,654 250 300 11,554 12,269
5,165 2,683 1,310 850 10,008 11,916
4,200 3,170 250 1,100 8,720 9,690
3,245 3,395 250 100 6,990 8,489
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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