AoeStats
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African Clearing

511348676Analyzed
4v4 RM · 15d ago on Oct 4, 2026· 20m 59s· 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
🇪🇸 Huns · Spain
1328
+12
🇧🇷 Saxons · Brazil
1291
+14
🇦🇷 Berbers · Argentina
1271
+14
🇦🇷 Spanish · Argentina
1270
+14
vs
🇺🇦 Cumans · Ukraine
1273
-14
🇨🇳 Koreans · China
1238
-14
🇬🇧 Berbers · United Kingdom
1237
-14
🇦🇷 Berbers · Argentina
1208
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 986 13:02 — — ⚔ Drush
43 913 12:53 — — ⚔ Scout Rush
39 822 12:17 — — ⚔ Scout Rush
33 697 15:09 20:02 — ⛏ Fast Castle
33 692 12:15 — — ⚔ Scout Rush
33 694 12:36 — — ⚔ Scout Rush
28 584 12:04 — — ⚔ Scout Rush
18 372 13:40 18:13 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,255 1,771 800 1,405 7,231 6,539
3,380 2,421 50 225 6,076 6,497
3,755 1,918 50 325 6,048 5,641
3,875 1,645 150 0 5,670 6,858
K
2,800 1,835 110 860 5,605 5,416
2,930 1,854 50 225 5,059 6,106
2,925 1,459 250 235 4,869 6,195
3,340 1,262 50 0 4,652 6,511
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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