AoeStats
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African Clearing

512669381Analyzed
3v3 RM · 9d ago on Oct 10, 2026· 51m 9s· 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
🇬🇧 Berbers · United Kingdom
1794
+17
🇬🇧 Tatars · United Kingdom
1708
+20
🇬🇧 Aztecs · United Kingdom
1698
+20
vs
🇨🇳 Koreans · China
1855
-21
🇹🇷 Jurchens · Türkiye
1834
-20
🇨🇳 Teutons · China
1718
-16
Player eAPM Actions Feudal Castle Imperial Opening
59 3,043 12:55 17:35 37:24 ⛏ Fast Castle
52 2,652 12:59 16:54 41:54 ⛏ Fast Castle
51 2,587 11:10 28:03 41:58 ⚔ Scout Rush
50 2,537 12:15 27:17 — ⚔ Scout Rush
46 2,338 10:44 23:59 — ⚔ Tower Rush
37 1,918 13:16 36:16 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,180 22,488 16,680 5,260 66,608 73,171
19,025 20,059 3,795 4,405 47,284 51,775
22,460 10,475 7,370 3,080 43,385 46,550
20,630 11,365 5,410 1,275 38,680 40,620
13,415 9,901 2,930 1,725 27,971 30,214
9,275 5,890 1,310 1,540 18,015 17,751
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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