AoeStats
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African Clearing

510284036Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 16m 14s· 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
1462
+14
🇧🇷 Vietnamese · Brazil
1453
+14
🇭🇰 Japanese · Hong Kong SAR China
1417
+15
🇻🇳 Magyars · Vietnam
1417
+15
🇧🇷 Teutons · Brazil
1445
-16
🇦🇺 Saxons · Australia
1427
-15
🇩🇪 Huns · Germany
1387
-14
🇦🇺 Romans · Australia
1379
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 709 11:46 — — ⚔ M@A into Archers
40 653 12:49 — — ⚔ Scout Rush
38 623 14:02 — —
33 533 13:31 — — ⛏ Fast Castle
30 481 15:20 — —
22 354 12:13 — — ⚔ Archer Rush
18 290 15:10 — —
17 273 13:39 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,725 2,189 640 110 5,664 5,336
3,470 1,700 50 100 5,320 5,643
2,550 2,203 460 100 5,313 5,078
2,585 1,886 250 100 4,821 4,200
3,010 1,450 250 100 4,810 5,535
2,480 1,526 50 100 4,156 4,386
2,450 1,135 50 225 3,860 4,497
2,050 1,006 50 100 3,206 3,868
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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