AoeStats
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African Clearing

504469387Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 34m 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
🇭🇰 Spanish · Hong Kong SAR China
1027
+14
🇭🇰 Koreans · Hong Kong SAR China
1022
+14
🇭🇰 Huns · Hong Kong SAR China
1018
+14
🇸🇦 Saracens · Saudi Arabia
994
-16
🇹🇼 Vikings · Taiwan
985
-14
🇨🇳 Bohemians · China
940
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 1,550 16:02 19:52 — ⛏ Fast Castle
31 1,064 13:04 20:33 — ⚔ Scout Rush
26 895 12:24 20:04 — ⛏ Fast Castle
23 779 15:12 19:22 — ⛏ Fast Castle
21 726 16:50 32:23 —
17 600 15:27 25:15 — ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
6,545 7,240 1,480 1,700 16,965 19,275
7,985 5,415 1,890 850 16,140 17,210
6,220 5,545 2,355 850 14,970 17,041
6,205 6,075 1,235 1,080 14,595 16,604
5,815 4,635 1,885 850 13,185 15,388
4,280 3,930 250 200 8,660 8,693
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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