AoeStats
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African Clearing

505271567Analyzed
4v4 RM · 23d ago on Sep 8, 2026· 19m 55s· 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
🇨🇳 Vietnamese · China
1878
+10
🇭🇰 Persians · Hong Kong SAR China
1770
+14
🇨🇳 Magyars · China
1727
+16
🇨🇳 Koreans · China
1589
+21
🇵🇪 Cumans · Peru
1743
-16
🇻🇳 Gurjaras · Vietnam
1742
-16
🇨🇳 Mongols · China
1722
-15
🇲🇽 Khmer · Mexico
1692
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 930 11:46 — — ⚔ M@A Rush
42 841 12:27 16:28 — ⛏ Fast Castle
36 710 16:21 — —
35 695 11:56 — — ⚔ Scout Rush
32 645 — — —
31 618 — — —
28 548 11:28 16:24 — ⛏ Fast Castle
22 445 13:28 17:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,850 2,395 725 200 7,170 6,667
3,640 2,484 310 300 6,734 6,591
3,975 1,615 50 0 5,640 5,777
2,520 2,459 530 125 5,634 5,460
4,250 1,134 50 100 5,534 5,100
3,185 2,252 50 20 5,507 5,833
2,500 1,544 50 300 4,394 4,599
2,600 850 250 100 3,800 3,369
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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