AoeStats
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African Clearing

503853840Analyzed
4v4 RM · 7d ago on Sep 2, 2026· 20m 49s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇹🇷 Cumans · Türkiye
1007
+14
🇸🇪 Magyars · Sweden
969
+16
🇵🇱 Hindustanis · Poland
936
+17
🇬🇧 Japanese · United Kingdom
889
+19
🇬🇷 Poles · Greece
999
-18
🇨🇳 Spanish · China
994
-18
🇨🇳 Chinese · China
934
-32
🇵🇪 Malay · Peru
932
-15
Player eAPM Actions Feudal Castle Imperial Opening
38 792 15:52 19:46 ⛏ Fish Boom FC
26 541 15:32
25 512 14:31 ⛏ Fast Castle
22 462 16:50
21 432 13:47 ⚔ Scout Rush
17 363 14:10 18:40 ⛏ Fast Castle
12 250 14:55
8 171

Resources

Player Food Wood Gold Stone Spent Collected
3,900 3,050 250 750 7,950 8,106
3,525 2,151 430 100 6,206 5,995
3,500 2,235 350 100 6,185 6,194
3,605 2,043 250 100 5,998 6,369
3,360 1,425 150 0 4,935 6,383
2,575 1,340 50 200 4,165 4,983
1,925 1,490 50 100 3,565 4,617
100 275 0 100 475 70
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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