AoeStats
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African Clearing

506795085Analyzed
4v4 RM · 17d ago on Sep 15, 2026· 20m 4s· 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
🇲🇽 Spanish · Mexico
1417
+14
🇲🇽 Teutons · Mexico
1397
+15
🇲🇽 Vietnamese · Mexico
1361
+16
🇲🇽 Armenians · Mexico
1331
+17
🇲🇽 Mapuche · Mexico
1432
-18
🇲🇽 Mongols · Mexico
1390
-17
🇨🇴 Sicilians · Colombia
1359
-15
1282
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 1,167 14:09 — — ⚔ Archer Rush
50 998 13:50 17:24 — ⛏ Fast Castle
49 986 12:07 — — ⚔ Scout Rush
34 683 12:41 — — ⚔ Scouts into Archers
34 675 13:37 19:04 — ⛏ Fast Castle
30 602 13:04 — — ⛏ Fast Castle
29 590 11:41 — — ⚔ Scout Rush
22 448 14:15 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,790 1,200 370 1,560 6,920 6,568
3,910 2,400 50 200 6,560 6,872
3,485 2,500 285 100 6,370 6,331
3,650 2,050 150 100 5,950 5,945
3,550 1,850 335 115 5,850 5,421
2,950 1,780 250 750 5,730 5,991
2,900 2,140 250 100 5,390 5,728
2,660 1,638 320 125 4,743 4,741
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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