AoeStats
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African Clearing

510856549Analyzed
4v4 RM · 5h ago on Oct 2, 2026· 30m 17s· 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 · United Kingdom
1217
+17
🇬🇧 Magyars · United Kingdom
1216
+17
🇺🇸 Jurchens · United States
1194
+18
1125
+21
🇲🇽 Inca · Mexico
1253
-19
1242
-18
🇷🇺 Chinese · Russia
1227
-18
🇺🇸 Danes · United States
1224
-18
Player eAPM Actions Feudal Castle Imperial Opening
45 1,372 14:32 19:01 — ⛏ Fast Castle
37 1,124 13:31 17:57 — ⛏ Fast Castle
31 943 14:13 20:56 —
29 869 12:18 23:20 — ⚔ Drush FC
27 815 12:38 24:40 — ⚔ Towers FC
24 732 14:55 20:04 — ⛏ Fast Castle
17 519 13:22 22:06 — ⚔ Scout Rush
17 501 13:05 24:26 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,735 4,513 2,705 1,200 13,153 13,634
4,875 5,557 1,690 325 12,447 11,830
6,785 2,590 815 1,425 11,615 13,426
5,145 4,595 745 800 11,285 11,868
5,170 3,184 1,405 860 10,619 10,399
4,925 2,924 720 950 9,519 9,616
3,840 3,810 760 1,075 9,485 10,082
4,290 2,275 500 100 7,165 8,586
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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