AoeStats
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African Clearing

505152078Analyzed
4v4 RM · 25d ago on Sep 8, 2026· 17m 46s· 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
🇲🇽 Vietnamese · Mexico
1117
+10
🇨🇴 Mongols · Colombia
1036
+13
🇨🇴 Dravidians · Colombia
1036
+13
🇨🇴 Huns · Colombia
945
+16
🇺🇸 Burgundians · United States
985
-14
🇨🇳 Khitans · China
975
-13
🇲🇽 Spanish · Mexico
972
-13
🇺🇸 Britons · United States
945
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 709 13:28 — — ⚔ Archer Rush
25 446 12:29 — — ⚔ Scout Rush
24 425 14:57 — — ⛏ Fast Castle
18 312 13:17 — — ⚔ Archer Rush
16 285 13:46 — —
15 258 14:51 — —
15 271 16:48 — — ⚔ Drush
11 199 14:14 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,550 1,900 640 100 5,190 4,686
2,900 1,600 200 100 4,800 4,592
2,620 1,365 150 0 4,135 4,303
2,170 1,528 315 100 4,113 4,153
2,420 1,575 50 0 4,045 4,698
2,225 1,505 50 100 3,880 4,277
2,250 1,200 110 100 3,660 4,225
1,850 1,114 95 100 3,159 2,905
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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