AoeStats
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African Clearing

506748852Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 38m 36s· 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
🇨🇴 Dravidians · Colombia
734
+15
🇨🇦 Spanish · Canada
721
+16
🇹🇷 Persians · Türkiye
681
+17
🇧🇷 Jurchens · Brazil
665
+18
🇵🇪 Wu · Peru
739
-17
🇦🇷 Romans · Argentina
719
-17
🇧🇷 Huns · Brazil
713
-17
🇦🇷 Goths · Argentina
669
-15
Player eAPM Actions Feudal Castle Imperial Opening
27 1,040 14:27 — — ⚔ Scout Rush
21 806 15:49 29:38 — ⚔ M@A Rush
20 771 21:13 28:52 — ⚔ Drush into Archers FC
18 697 16:27 27:59 —
13 486 15:50 22:19 31:44 ⛏ Fast Castle
13 486 15:41 29:02 —
12 459 13:38 — —
6 228 — — —

Resources

Player Food Wood Gold Stone Spent Collected
10,230 8,145 2,455 950 21,780 26,694
8,840 6,011 1,505 980 17,336 21,708
6,150 5,220 1,485 1,315 14,170 15,516
6,525 3,945 1,175 940 12,585 13,354
5,740 3,080 735 225 9,780 10,087
4,300 3,150 735 1,400 9,585 12,928
4,250 2,965 430 530 8,175 9,825
0 275 0 100 375 375
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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