AoeStats
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African Clearing

510555871Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 28m 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
🇧🇷 Cumans · Brazil
794
+16
🇹🇷 Bohemians · Türkiye
770
+17
🇫🇷 Burgundians · France
754
+18
🇨🇦 Britons · Canada
751
+19
🇭🇰 Wu · Hong Kong SAR China
827
-18
🇨🇦 Persians · Canada
809
-18
🇹🇼 Italians · Taiwan
803
-18
🇨🇳 Poles · China
763
-16
Player eAPM Actions Feudal Castle Imperial Opening
24 678 14:46 26:02 — ⚔ M@A Rush
16 458 14:22 27:53 — ⛏ Fast Castle
15 412 17:44 26:55 — ⛏ Fast Castle
14 406 16:26 — —
11 318 14:46 21:51 — ⚔ Towers FC
11 316 16:14 — —
10 275 16:57 21:26 — ⛏ Fast Castle
9 255 17:14 27:45 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,825 4,045 300 200 9,370 11,645
4,035 3,650 970 100 8,755 10,310
4,930 3,336 350 100 8,716 11,544
4,825 2,235 595 100 7,755 8,999
4,000 1,989 420 850 7,259 8,268
4,050 1,975 250 880 7,155 8,021
3,150 2,075 200 1,370 6,795 7,334
1,850 1,615 20 225 3,710 3,548
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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