AoeStats
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African Clearing

510594518Analyzed
3v3 RM · 19h ago on Oct 1, 2026· 69m 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
🇹🇷 Goths · Türkiye
1142
+12
🇹🇷 Vikings · Türkiye
1080
+15
🇹🇷 Cumans · Türkiye
1058
+16
🇫🇷 Huns · France
1101
-16
🇩🇪 Celts · Germany
1096
-16
🇩🇪 Berbers · Germany
974
-11
Player eAPM Actions Feudal Castle Imperial Opening
38 2,674 13:48 28:09 45:29 ⚔ Scout Rush
33 2,272 14:15 17:59 50:41 ⛏ Fast Castle
27 1,898 13:39 25:31 40:06 ⛏ Fast Castle
25 1,715 14:23 19:26 35:57 ⛏ Fast Castle
22 1,539 14:09 25:12 36:48
19 1,329 16:56 27:25 47:48 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
51,290 25,730 22,785 6,030 105,835 110,075
53,730 17,919 23,320 2,300 97,269 110,551
39,060 22,420 21,485 3,950 86,915 100,179
51,370 13,830 17,490 1,800 84,490 102,672
19,320 24,176 14,330 2,505 60,331 62,802
17,735 12,885 9,245 2,200 42,065 48,872
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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