AoeStats
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African Clearing

510406335Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 21m 37s· 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
🇧🇷 Koreans · Brazil
1671
+11
🇵🇹 Varangians · Portugal
1629
+13
🇧🇷 Huns · Brazil
1613
+14
🇧🇷 Magyars · Brazil
1401
+23
🇵🇪 Khmer · Peru
1582
-16
🇵🇹 Mongols · Portugal
1570
-16
🇨🇦 Mongols · Canada
1567
-15
🇩🇪 Khitans · Germany
1520
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 1,009 10:38 — — ⚔ Scout Rush
40 868 13:35 17:39 — ⛏ Fast Castle
36 769 13:19 17:33 — ⛏ Fast Castle
35 755 12:25 — — ⚔ Scout Rush
32 702 13:55 19:00 — ⛏ Fast Castle
30 643 14:59 17:58 — ⛏ Fast Castle
29 621 12:01 — — ⚔ Scout Rush
28 599 12:06 15:31 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,375 3,360 250 400 9,385 9,486
3,575 3,425 660 850 8,510 7,869
3,765 1,916 700 300 6,681 5,932
3,900 1,643 470 655 6,668 6,561
3,290 2,003 250 100 5,643 6,382
3,100 1,995 250 200 5,545 6,501
3,890 1,408 50 125 5,473 5,900
3,250 1,420 50 100 4,820 4,249
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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