AoeStats
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African Clearing

504078306Analyzed
4v4 RM · 27d ago on Sep 3, 2026· 54m 42s· 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
🇦🇷 Koreans · Argentina
636
+14
🇲🇽 Japanese · Mexico
619
+15
🇦🇷 Lithuanians · Argentina
605
+16
🇧🇷 Jurchens · Brazil
601
+16
🇩🇰 Vikings · Denmark
692
-19
🇦🇷 Aztecs · Argentina
684
-18
🇨🇭 Mongols · Switzerland
561
-14
🇵🇱 Huns · Poland
475
-10
Player eAPM Actions Feudal Castle Imperial Opening
22 1,208 19:39 28:52 35:31 ⚔ M@A into Towers FC
15 817 16:23 34:24 46:27 ⚔ Tower Rush
14 740 18:50 25:12 — ⛏ Fast Castle
11 594 14:25 31:15 — ⚔ Archers into Scouts
3 184 — — —
1 80 — — —
1 72 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
17,175 13,486 8,645 2,525 41,831 44,870
11,045 13,919 4,540 2,360 31,864 35,664
7,970 9,275 1,220 305 18,770 20,940
9,035 5,760 915 1,010 16,720 18,088
800 450 50 100 1,400 780
450 375 0 100 925 498
250 475 0 100 825 205
0 0 0 0 0 0
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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