AoeStats
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African Clearing

510772890Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 30m 30s· 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
🇹🇼 Magyars · Taiwan
1384
+14
🇮🇹 Mongols · Italy
1370
+15
🇵🇪 Spanish · Peru
1339
+16
🇹🇼 Persians · Taiwan
1284
+19
🇨🇳 Italians · China
1442
-20
🇻🇳 Huns · Vietnam
1328
-15
🇨🇳 Franks · China
1326
-15
🇨🇳 Vietnamese · China
1291
-14
Player eAPM Actions Feudal Castle Imperial Opening
67 2,050 12:26 25:33 — ⚔ Scout Rush
54 1,648 13:46 18:28 — ⛏ Fast Castle
48 1,461 14:00 — — ⚔ Scout Rush
25 774 13:24 27:56 — ⚔ Scout Rush
22 682 12:49 21:20 — ⚔ M@A Rush
22 680 13:43 20:54 — ⛏ Fast Castle
21 653 12:46 29:17 —
16 474 16:17 22:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,700 3,900 2,110 1,600 14,310 13,827
11,770 2,125 150 0 14,045 15,861
8,980 3,035 550 200 12,765 13,717
6,040 3,060 200 100 9,400 11,595
5,150 2,694 580 750 9,174 10,195
3,870 2,450 600 850 7,770 8,625
3,050 2,125 520 850 6,545 6,964
3,630 1,935 500 225 6,290 5,485
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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