AoeStats
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African Clearing

504525737Analyzed
4v4 RM · 26d ago on Sep 5, 2026· 52m 57s· 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
🇧🇷 Khmer · Brazil
934
+16
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907
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🇨🇱 Magyars · Chile
890
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850
+18
🇺🇸 Japanese · United States
938
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🇨🇿 Franks · Czechia
926
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🇫🇷 Huns · France
923
-17
913
-17
Player eAPM Actions Feudal Castle Imperial Opening
37 1,974 13:20 19:25 35:57 ⚔ FC into Archers
31 1,630 14:01 17:41 40:03 ⛏ Fast Castle
23 1,238 13:12 21:34 46:00 ⚔ Scout Rush
22 1,147 15:11 23:07 —
19 1,016 14:03 30:50 46:46 ⚔ Drush
16 833 14:32 22:56 44:39 ⛏ Fast Castle
12 661 14:58 24:40 46:03
11 596 12:41 18:11 41:18 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,685 8,985 7,725 3,325 41,720 48,894
14,560 8,785 9,725 2,315 35,385 40,678
11,775 12,255 8,225 2,450 34,705 41,748
14,355 8,195 7,365 2,900 32,815 42,383
10,850 10,865 7,695 1,650 31,060 49,133
12,570 9,846 1,735 2,600 26,751 29,070
9,550 7,040 3,765 950 21,305 26,326
7,685 6,125 3,390 950 18,150 19,312
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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