AoeStats
← Dr. Oranje

African Clearing

506905121Analyzed
3v3 RM · 16d ago on Sep 15, 2026· 32m 14s· 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
🇩🇪 Huns · Germany
1231
+13
🇲🇹 Tatars · Malta
1214
+14
🇲🇹 Malians · Malta
1167
+16
🇳🇱 Lithuanians · Netherlands
1250
-18
🇳🇱 Mongols · Netherlands
1217
-16
🇳🇱 Japanese · Netherlands
1040
-9
Player eAPM Actions Feudal Castle Imperial Opening
34 1,092 13:31 21:25 — ⚔ Scouts into Skirms
30 964 13:18 20:58 — ⚔ M@A FC into Skirms
27 882 12:25 16:19 — ⛏ Fast Castle
22 717 13:36 17:45 — ⛏ Fast Castle
20 644 14:03 19:49 — ⛏ Fast Castle
16 518 15:26 31:05 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,575 7,569 1,095 525 16,764 17,507
6,950 6,362 2,415 400 16,127 16,335
5,975 5,916 3,075 260 15,226 16,671
4,750 4,716 2,285 950 12,701 13,220
5,210 3,965 1,575 430 11,180 12,747
4,665 3,909 350 700 9,624 11,047
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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