AoeStats
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African Clearing

504532744Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 27m 3s· 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
🇨🇭 Byzantines · Switzerland
1431
+13
🇨🇭 Vietnamese · Switzerland
1424
+13
🇨🇭 Berbers · Switzerland
1385
+15
🇪🇸 Persians · Spain
1363
-14
🇨🇿 Malians · Czechia
1361
-14
🇩🇪 Huns · Germany
1349
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 1,242 12:18 21:48 — ⚔ Scout Rush
45 1,227 14:09 17:45 — ⛏ Fast Castle
43 1,169 12:50 24:41 — ⚔ Archer Rush
26 691 12:37 17:23 — ⛏ Fast Castle
16 422 13:51 21:13 — ⚔ Scout Rush
13 342 13:06 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,550 5,170 700 400 11,820 12,216
5,460 4,323 1,150 855 11,788 11,147
4,435 4,406 2,705 200 11,746 11,443
5,130 4,128 1,850 0 11,108 11,678
3,900 2,356 250 225 6,731 7,485
3,715 1,545 50 125 5,435 6,179
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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