AoeStats
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African Clearing

505845711Analyzed
3v3 RM · 21d ago on Sep 11, 2026· 32m 32s· 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
🇫🇷 Italians · France
1640
+10
🇫🇷 Maya · France
1470
+17
🇫🇷 Britons · France
1446
+18
🇯🇵 Berbers · Japan
1631
-21
🇬🇧 Bengalis · United Kingdom
1473
-14
🇭🇰 Teutons · Hong Kong SAR China
1358
-10
Player eAPM Actions Feudal Castle Imperial Opening
73 2,386 10:50 19:12 — ⚔ Archer Rush
54 1,747 12:54 17:17 — ⛏ Fast Castle
35 1,134 13:43 19:23 — ⛏ Fish Boom FC
27 892 13:13 16:58 — ⛏ Fast Castle
17 560 11:05 — —
14 449 12:52 — —

Resources

Player Food Wood Gold Stone Spent Collected
18,825 10,110 2,125 2,550 33,610 37,590
13,350 7,222 660 1,250 22,482 27,047
5,100 7,609 5,890 1,455 20,054 19,257
5,185 5,055 935 950 12,125 15,262
1,600 1,381 50 100 3,131 2,656
2,000 683 0 0 2,683 3,384
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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