AoeStats
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African Clearing

512312733Analyzed
4v4 RM · 9d ago on Oct 9, 2026· 17m 49s· 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
🇬🇹 Persians · Guatemala
1401
+11
🇬🇹 Mongols · Guatemala
1340
+13
🇬🇹 Huns · Guatemala
1331
+14
🇬🇹 Cumans · Guatemala
1326
+14
vs
🇨🇳 Khmer · China
1318
-14
🇻🇳 Goths · Vietnam
1315
-14
1285
-13
🇮🇳 Cumans · India
1226
-11
Player eAPM Actions Feudal Castle Imperial Opening
34 604 12:41 — — ⚔ Scout Rush
26 462 11:52 — — ⚔ Scout Rush
26 470 11:46 16:03 — ⛏ Fast Castle
25 451 13:53 — —
20 355 13:48 — — ⛏ Fast Castle
1 21 — — —
1 9 — — —
0 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,760 1,500 330 750 6,340 5,929
3,740 1,800 150 200 5,890 5,536
3,500 1,375 300 100 5,275 5,288
2,775 1,555 50 100 4,480 3,851
3,250 775 50 100 4,175 4,627
200 275 0 100 575 230
0 0 0 0 0 0
0 0 0 0 0 0
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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