AoeStats
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African Clearing

510794553Analyzed
4v4 RM · 3h ago on Oct 2, 2026· 27m 24s· 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
🇭🇰 Tupi · Hong Kong SAR China
1362
+12
🇦🇷 Hindustanis · Argentina
1353
+12
🇨🇳 Huns · China
1344
+13
🇹🇼 Teutons · Taiwan
1303
+14
🇺🇸 Chinese · United States
1309
-14
🇺🇸 Cumans · United States
1270
-13
🇨🇿 Dravidians · Czechia
1249
-12
🇹🇼 Bulgarians · Taiwan
1248
-12
Player eAPM Actions Feudal Castle Imperial Opening
24 649 12:29 — — ⚔ Tower Rush
23 632 15:37 20:22 — ⛏ Fast Castle
22 603 11:45 — — ⚔ Tower Rush
20 544 15:35 — — ⚔ M@A Rush
16 426 12:46 — — ⚔ Tower Rush
1 25 — — —
1 22 — — —
1 16 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,290 2,458 1,370 200 9,318 10,606
5,405 2,150 925 100 8,580 10,939
2,500 2,132 100 1,130 5,862 5,563
2,875 1,981 415 575 5,846 7,177
2,100 1,117 100 485 3,802 4,203
0 300 0 100 400 0
0 275 0 100 375 330
0 0 0 0 0 0
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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