AoeStats
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African Clearing

504998099Analyzed
3v3 RM · 23d ago on Sep 7, 2026· 33m 8s· 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
🇹🇼 Wei · Taiwan
1348
+15
🇭🇰 Vietnamese · Hong Kong SAR China
1328
+16
🇭🇰 Aztecs · Hong Kong SAR China
1256
+19
🇦🇷 Spanish · Argentina
1367
-18
🇬🇧 Tupi · United Kingdom
1359
-18
🇨🇴 Vietnamese · Colombia
1256
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 1,701 13:05 17:21 — ⛏ Fast Castle
28 934 13:16 23:52 — ⚔ Archer Rush
27 888 13:59 18:10 — ⛏ Fast Castle
22 741 13:27 17:06 — ⛏ Fast Castle
21 697 12:33 20:15 — ⛏ Fast Castle
13 430 14:15 20:05 — ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
9,450 8,549 2,165 1,050 21,214 22,988
10,730 3,515 5,140 880 20,265 19,927
6,250 6,979 2,965 1,050 17,244 17,005
5,050 4,710 1,900 1,600 13,260 14,005
5,870 3,205 1,760 850 11,685 13,431
5,225 3,390 450 750 9,815 9,560
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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