AoeStats
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African Clearing

506693937Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 42m 10s· 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
🇮🇹 Sicilians · Italy
1523
+11
🇮🇹 Italians · Italy
1432
+15
🇮🇹 Mapuche · Italy
1427
+15
🇨🇭 Bulgarians · Switzerland
1459
-15
🇨🇭 Huns · Switzerland
1421
-14
🇨🇭 Celts · Switzerland
1354
-12
Player eAPM Actions Feudal Castle Imperial Opening
61 2,577 12:09 23:27 39:07 ⚔ Scout Rush
54 2,274 12:30 22:37 39:52 ⚔ Scout Rush
46 1,951 14:35 19:00 — ⛏ Fast Castle
45 1,894 12:59 17:23 — ⛏ Fast Castle
35 1,484 13:28 17:31 34:27 ⛏ Fast Castle
18 779 12:55 16:56 31:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,670 12,728 8,345 2,625 45,368 49,249
14,120 9,466 5,500 1,600 30,686 33,027
15,050 7,379 5,345 2,450 30,224 33,849
10,680 11,950 5,550 1,800 29,980 31,351
9,925 10,214 4,595 1,150 25,884 27,176
9,320 8,295 4,995 2,330 24,940 26,742
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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