AoeStats
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African Clearing

506373549Analyzed
4v4 RM · 17d ago on Sep 13, 2026· 27m 32s· 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
🇦🇷 Bengalis · Argentina
1094
+14
🇵🇱 Huns · Poland
1090
+15
🇦🇷 Mongols · Argentina
1089
+15
🇨🇳 Cumans · China
1004
+18
🇨🇳 Magyars · China
1062
-16
🇨🇳 Franks · China
1062
-16
🇨🇳 Vietnamese · China
1054
-15
🇦🇺 Saracens · Australia
1053
-15
Player eAPM Actions Feudal Castle Imperial Opening
36 981 13:43 23:43 — ⚔ Scout Rush
27 730 16:01 — —
25 677 13:36 23:43 — ⚔ Archer Rush
23 627 16:50 20:56 — ⛏ Fish Boom FC
20 548 17:51 27:10 — ⚔ Drush into Towers into Skirms
19 531 15:15 21:48 — ⛏ Fast Castle
18 490 18:14 — —
13 347 — — —

Resources

Player Food Wood Gold Stone Spent Collected
6,240 5,590 1,360 300 13,490 14,305
8,175 2,853 350 300 11,678 12,650
5,520 3,340 1,200 200 10,260 10,265
5,115 3,585 1,200 300 10,200 10,503
5,830 2,948 50 100 8,928 8,615
4,000 2,540 100 310 6,950 8,831
3,470 2,735 290 350 6,845 6,585
1,100 1,075 0 100 2,275 2,818
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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