AoeStats
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African Clearing

506553977Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 20m 2s· 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
🇻🇪 Mongols · Venezuela
1142
+16
🇰🇿 Ethiopians · Kazakhstan
1123
+17
🇵🇪 Vietnamese · Peru
1122
+17
🇦🇷 Tatars · Argentina
1116
+17
🇦🇷 Byzantines · Argentina
1194
-18
🇨🇱 Chinese · Chile
1189
-18
🇫🇷 Goths · France
1125
-16
🇺🇸 Persians · United States
1087
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 943 17:08 — —
40 793 12:43 — — ⚔ Archer Rush
23 455 13:52 19:00 — ⛏ Fast Castle
22 438 12:05 19:02 — ⛏ Fast Castle
20 404 16:02 — —
18 368 13:16 17:49 — ⛏ Fast Castle
17 334 14:13 18:59 — ⛏ Fast Castle
12 238 12:25 18:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,100 2,600 770 220 6,690 7,006
3,350 2,134 540 200 6,224 5,625
3,375 1,903 250 300 5,828 6,266
3,275 1,925 250 300 5,750 5,443
2,425 2,762 50 0 5,237 6,210
2,815 1,665 250 200 4,930 4,882
3,325 1,334 250 0 4,909 6,595
2,570 1,453 50 100 4,173 4,709
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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