AoeStats
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African Clearing

511363567Analyzed
3v3 RM · 15d ago on Oct 4, 2026· 52m 50s· 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
🇹🇷 Mongols · Türkiye
1039
+14
🇹🇷 Huns · Türkiye
985
+16
🇹🇷 Varangians · Türkiye
968
+17
vs
🇨🇳 Japanese · China
1023
-17
🇫🇮 Saxons · Finland
1006
-16
🇪🇸 Hindustanis · Spain
955
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 2,529 15:25 25:49 51:29 ⚔ M@A Rush
23 1,191 14:09 18:52 37:02 ⚔ Scout Rush
19 991 13:27 22:14 42:09 ⚔ M@A Rush
19 1,020 14:01 21:30 40:02 ⚔ Scouts into Archers
14 764 14:55 35:17 — ⚔ Towers into Scouts
10 543 12:52 19:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,035 17,700 11,390 2,365 52,490 79,145
18,210 14,788 7,690 2,375 43,063 51,096
15,495 6,861 9,800 1,515 33,671 37,397
14,315 8,840 5,200 2,450 30,805 33,261
11,925 7,040 2,650 1,425 23,040 24,471
3,100 1,928 250 110 5,388 7,181
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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