AoeStats
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African Clearing

506680468Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 22m 28s· 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
🇨🇳 Wei · China
1858
+12
🇭🇰 Mongols · Hong Kong SAR China
1764
+16
1714
+18
🇨🇳 Koreans · China
1600
+22
🇨🇱 Chinese · Chile
1786
-18
🇨🇳 Mongols · China
1775
-18
🇨🇳 Mongols · China
1754
-17
🇦🇷 Georgians · Argentina
1696
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 1,117 14:26 18:24 — ⛏ Fast Castle
46 1,026 13:50 17:36 — ⛏ Fast Castle
45 1,003 14:56 18:45 — ⛏ Fast Castle
37 827 13:42 17:12 — ⛏ Fast Castle
36 798 13:34 17:28 — ⛏ Fast Castle
31 697 12:14 15:59 — ⛏ Fast Castle
27 597 — — —
27 615 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,375 4,353 895 200 9,823 9,158
4,775 2,747 1,015 885 9,422 9,167
4,125 2,791 660 810 8,386 8,344
4,725 2,891 250 400 8,266 8,246
3,720 1,690 1,285 765 7,460 7,175
3,375 2,414 660 960 7,409 7,318
3,900 1,100 50 20 5,070 5,434
1,200 834 50 200 2,284 1,610
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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