AoeStats
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African Clearing

510624993Analyzed
4v4 RM · 6h ago on Oct 1, 2026· 84m 14s· 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
🇺🇸 Romans · United States
782
+15
🇨🇳 Georgians · China
767
+16
🇦🇷 Muisca · Argentina
737
+17
🇨🇱 Teutons · Chile
712
+19
🇹🇷 Huns · Türkiye
778
-17
🇪🇸 Huns · Spain
766
-16
🇪🇸 Byzantines · Spain
762
-17
🇰🇿 Wei · Kazakhstan
762
-17
Player eAPM Actions Feudal Castle Imperial Opening
40 3,351 17:04 27:21 42:29 ⚔ Scout Rush
17 1,460 18:42 27:32 40:37 ⛏ Fast Castle
17 1,401 15:17 24:22 40:49 ⛏ Fast Castle
16 1,318 13:32 23:37 37:21 ⛏ Fast Castle
16 1,375 16:59 24:05 32:55 ⛏ Fast Castle
1 118 — — —
1 49 — — —
0 32 — — —

Resources

Player Food Wood Gold Stone Spent Collected
52,350 49,330 42,815 6,350 150,845 167,158
54,690 27,273 25,755 4,120 111,838 132,621
35,775 20,183 25,080 4,400 85,438 92,182
27,515 29,350 21,650 2,190 80,705 96,543
25,895 20,915 17,795 2,435 67,040 66,752
0 275 0 100 375 0
0 275 0 100 375 0
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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