AoeStats
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African Clearing

505313482Analyzed
3v3 RM · 22d ago on Sep 8, 2026· 52m 20s· 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 · Türkiye
1091
+14
🇹🇷 Britons · Türkiye
1026
+16
🇹🇷 Persians · Türkiye
960
+19
🇨🇱 Spanish · Chile
1088
-18
🇩🇰 Wu · Denmark
1029
-16
🇺🇸 Vikings · United States
991
-15
Player eAPM Actions Feudal Castle Imperial Opening
29 1,529 13:08 24:15 31:43 ⚔ FC into Archers
27 1,390 14:36 19:52 43:58 ⚔ Scout Rush
26 1,380 15:44 24:28 44:01
24 1,257 15:29 19:44 — ⛏ Fast Castle
24 1,237 13:07 31:18 — ⛏ Fast Castle
20 1,032 13:16 27:14 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
20,985 19,305 16,005 4,565 60,860 68,813
16,000 14,781 6,505 950 38,236 40,928
14,460 14,325 6,770 1,950 37,505 42,329
8,945 13,141 12,815 850 35,751 38,652
13,900 8,270 7,145 950 30,265 33,537
14,600 9,625 3,725 1,920 29,870 30,486
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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