AoeStats
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African Clearing

511302478Analyzed
4v4 RM · 14d ago on Oct 4, 2026· 22m 0s· 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 · Hong Kong SAR China
980
+11
🇨🇳 Koreans · China
903
+14
🇦🇷 Cumans · Argentina
883
+15
🇦🇷 Spanish · Argentina
830
+17
vs
🇹🇷 Teutons · Türkiye
873
-15
🇨🇳 Huns · China
863
-14
🇫🇷 Burgundians · France
859
-14
🇵🇱 Byzantines · Poland
858
-14
Player eAPM Actions Feudal Castle Imperial Opening
25 555 15:55 20:05 — ⛏ Fast Castle
24 520 15:19 20:20 — ⚔ Scout Rush
23 499 14:34 18:29 — ⛏ Fast Castle
20 442 17:16 — —
20 433 14:16 19:00 — ⛏ Fast Castle
16 356 15:31 21:35 — ⛏ Fast Castle
11 251 12:19 — — ⚔ Scouts into Archers
10 220 19:01 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,375 2,865 335 100 7,675 8,455
3,675 2,510 540 100 6,825 6,690
3,400 1,650 300 950 6,300 6,284
3,840 1,475 425 100 5,840 6,712
2,960 1,635 260 850 5,705 5,314
3,225 1,875 200 270 5,570 6,419
3,555 1,475 0 210 5,240 7,264
2,725 1,325 50 100 4,200 6,150
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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