AoeStats
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African Clearing

504516216Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 40m 33s· 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
1259
+11
🇨🇳 Persians · China
1259
+11
🇨🇳 Huns · China
1214
+14
🇫🇷 Huns · France
1158
-12
🇨🇳 Spanish · China
1153
-12
🇧🇷 Mongols · Brazil
1148
-12
Player eAPM Actions Feudal Castle Imperial Opening
46 1,879 14:23 18:27 — ⛏ Fast Castle
40 1,609 13:14 18:15 — ⛏ Fast Castle
36 1,443 12:53 26:10 — ⚔ Scout Rush
36 1,475 14:28 18:31 37:42 ⛏ Fast Castle
27 1,114 13:25 19:33 39:32 ⛏ Fast Castle
17 690 14:54 19:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,045 7,191 4,510 950 26,696 28,321
12,970 6,547 5,385 850 25,752 26,092
8,300 8,215 4,810 2,340 23,665 24,763
8,105 4,680 3,305 1,060 17,150 19,829
7,860 6,011 870 1,250 15,991 18,434
6,430 4,994 2,805 850 15,079 16,711
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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