AoeStats
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African Clearing

505939647Analyzed
4v4 RM · 22d ago on Sep 11, 2026· 22m 1s· 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
🇺🇸 Gurjaras · United States
1000
+12
🇵🇱 Georgians · Poland
952
+14
🇷🇺 Persians · Russia
944
+14
🇹🇷 Mongols · Türkiye
929
+15
🇲🇽 Britons · Mexico
936
-14
🇲🇰 Spanish · North Macedonia
914
-14
🇲🇰 Hindustanis · North Macedonia
902
-14
🇲🇰 Huns · North Macedonia
878
-13
Player eAPM Actions Feudal Castle Imperial Opening
30 656 19:05 — —
29 628 15:04 — — ⚔ Scout Rush
24 534 20:38 — —
22 474 15:40 21:30 — ⛏ Fish Boom FC
19 416 11:35 17:36 — ⚔ Scout Rush
19 413 12:02 — — ⚔ Archer Rush
19 423 20:10 — —
15 334 15:12 20:18 — ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
3,590 4,810 250 200 8,850 9,095
3,150 2,790 1,450 100 7,490 7,825
3,785 2,090 375 200 6,450 6,268
3,930 1,596 550 200 6,276 6,314
4,060 1,700 350 100 6,210 6,189
1,870 2,255 50 100 4,275 5,364
2,065 1,495 50 100 3,710 3,525
1,720 995 50 100 2,865 3,225
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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