AoeStats
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African Clearing

505264106Analyzed
4v4 RM · 25d ago on Sep 8, 2026· 18m 24s· 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
🇮🇹 Inca · Italy
1493
+15
🇲🇽 Berbers · Mexico
1482
+16
🇵🇰 Mongols · Pakistan
1480
+16
🇨🇳 Malay · China
1467
+16
🇯🇵 Portuguese · Japan
1523
-18
🇦🇷 Hindustanis · Argentina
1479
-16
🇨🇳 Italians · China
1450
-15
🇭🇰 Saracens · Hong Kong SAR China
1444
-14
Player eAPM Actions Feudal Castle Imperial Opening
57 1,041 11:34 — — ⚔ Scouts into Fish Boom
36 665 15:04 — — ⚔ M@A FC
34 620 11:49 — — ⚔ Archer Rush
33 615 11:34 — — ⚔ Scout Rush
29 529 13:40 — —
28 509 13:31 — —
26 482 13:27 — — ⚔ Tower Rush
23 428 14:53 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,150 1,350 410 100 7,010 6,905
3,175 1,953 350 105 5,583 5,118
2,930 2,225 50 225 5,430 5,679
2,630 2,075 550 100 5,355 5,956
2,650 2,274 50 225 5,199 4,670
2,600 1,467 90 350 4,507 4,746
3,140 1,081 250 0 4,471 5,250
1,650 1,200 50 100 3,000 3,507
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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