AoeStats
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African Clearing

510326022Analyzed
3v3 RM · 20h ago on Sep 30, 2026· 24m 49s· 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 · China
1178
+13
🇨🇳 Vietnamese · China
1150
+14
1085
+18
🇭🇰 Spanish · Hong Kong SAR China
1137
-16
🇭🇰 Huns · Hong Kong SAR China
1105
-15
🇭🇰 Maya · Hong Kong SAR China
1096
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 1,092 11:37 — — ⚔ Archer Rush
37 922 13:14 18:08 — ⛏ Fast Castle
26 652 13:23 22:18 — ⚔ Scout Rush
23 581 12:39 18:35 — ⛏ Fast Castle
17 430 15:43 22:42 —
11 276 15:13 — —

Resources

Player Food Wood Gold Stone Spent Collected
5,610 2,821 995 200 9,626 9,367
3,900 3,320 1,515 100 8,835 10,051
3,875 1,955 745 850 7,425 7,605
4,550 1,880 800 100 7,330 7,863
3,375 1,792 250 680 6,097 6,089
2,100 1,925 0 200 4,225 5,080
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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