AoeStats
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African Clearing

511001047Analyzed
4v4 RM · 6d ago on Oct 3, 2026· 57m 30s· 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
🇨🇳 Persians · China
1173
+13
🇬🇧 Saxons · United Kingdom
1114
+15
🇨🇭 Burgundians · Switzerland
1062
+18
1021
+19
vs
🇨🇳 Persians · China
1113
-17
🇨🇳 Poles · China
1102
-16
🇨🇳 Cumans · China
1094
-16
🇹🇼 Mongols · Taiwan
1092
-16
Player eAPM Actions Feudal Castle Imperial Opening
28 1,585 12:54 24:01 — ⚔ Skirmisher Rush
28 1,630 15:13 20:53 56:39 ⚔ FC into Archers
27 1,580 12:02 26:45 48:44 ⚔ Scouts into Archers
20 1,175 14:25 22:28 47:08 ⚔ M@A FC
3 171 — — —
3 188 — — —
2 130 — — —
1 43 — — —

Resources

Player Food Wood Gold Stone Spent Collected
20,100 14,445 9,120 1,235 44,900 46,762
15,680 13,050 12,320 1,120 42,170 46,365
13,850 12,383 4,930 2,550 33,713 36,038
11,485 12,328 3,625 1,800 29,238 30,721
300 425 0 100 825 355
400 325 0 100 825 331
300 275 0 100 675 260
0 325 0 100 425 50
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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