AoeStats
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African Clearing

504463471Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 43m 51s· 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 · China
1171
+10
🇰🇷 Hindustanis · South Korea
1155
+11
🇩🇪 Tatars · Germany
1137
+11
🇭🇰 Spanish · Hong Kong SAR China
1038
-11
🇭🇰 Japanese · Hong Kong SAR China
1033
-11
🇭🇰 Huns · Hong Kong SAR China
1028
-10
Player eAPM Actions Feudal Castle Imperial Opening
47 2,083 16:22 20:16 39:11 ⛏ Fast Castle
42 1,860 13:28 18:58 39:32 ⛏ Fast Castle
37 1,614 13:25 19:43 35:27 ⛏ Fast Castle
34 1,513 14:57 18:45 40:51 ⛏ Fast Castle
20 873 14:04 27:33 — ⚔ Towers into Scouts
19 823 16:41 36:07 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,070 15,000 8,530 3,360 44,960 45,737
11,865 11,320 6,625 950 30,760 39,246
12,765 9,495 4,250 1,150 27,660 30,982
11,980 8,869 4,540 1,600 26,989 27,509
7,525 5,022 1,890 1,325 15,762 17,104
4,000 3,316 340 575 8,231 9,502
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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