AoeStats
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African Clearing

511300927Analyzed
4v4 RM · 14d ago on Oct 4, 2026· 26m 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
🇳🇱 Mongols · Netherlands
891
+15
🇨🇳 Huns · China
863
+16
🇲🇽 Cumans · Mexico
856
+17
🇹🇼 Celts · Taiwan
849
+17
vs
🇭🇰 Mongols · Hong Kong SAR China
980
-20
🇨🇳 Koreans · China
903
-17
🇦🇷 Spanish · Argentina
830
-15
🇹🇷 Byzantines · Türkiye
782
-13
Player eAPM Actions Feudal Castle Imperial Opening
25 656 13:31 21:57 — ⛏ Fast Castle
14 361 15:31 — —
7 178 — — —
6 166 — — —
5 135 — — —
4 112 — — —
3 71 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,800 4,255 825 850 10,730 11,400
3,765 2,965 50 100 6,880 7,153
450 400 0 100 950 350
300 325 0 100 725 260
300 275 0 100 675 220
250 325 0 100 675 138
0 325 0 100 425 0
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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