AoeStats
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African Clearing

510742107Analyzed
4v4 RM · 18h ago on Oct 2, 2026· 19m 5s· 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
🇨🇳 Maya · China
1398
+12
🇨🇳 Saracens · China
1389
+13
🇨🇳 Vietnamese · China
1273
+18
🇨🇳 Berbers · China
1266
+18
🇫🇷 Huns · France
1335
-16
🇩🇪 Saracens · Germany
1334
-16
🇦🇷 Mongols · Argentina
1307
-15
🇨🇳 Turks · China
1283
-14
Player eAPM Actions Feudal Castle Imperial Opening
60 1,144 13:10 — — ⚔ Scout Rush
57 1,088 13:46 17:24 — ⚔ FC into Scouts
34 644 14:25 18:02 — ⛏ Fast Castle
28 542 12:52 — — ⚔ Archer Rush
27 508 14:14 18:29 — ⛏ Fast Castle
26 505 — — — ⚔ Drush
25 479 13:14 17:24 — ⛏ Fast Castle
25 481 13:15 18:05 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,805 2,098 300 200 7,403 7,319
3,200 2,057 300 750 6,307 6,101
3,550 2,218 50 350 6,168 6,036
2,525 2,685 775 100 6,085 5,589
3,750 1,825 350 100 6,025 5,732
2,750 1,432 250 750 5,182 5,500
2,975 1,453 250 100 4,778 4,670
1,200 1,100 90 100 2,490 2,385
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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