AoeStats
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African Clearing

506261642Analyzed
4v4 RM · 18d ago on Sep 12, 2026· 22m 58s· 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
🇲🇽 Georgians · Mexico
1255
+14
🇦🇷 Burgundians · Argentina
1223
+15
🇦🇷 Persians · Argentina
1214
+16
🇦🇷 Franks · Argentina
1011
+24
🇹🇷 Mongols · Türkiye
1248
-18
🇺🇸 Huns · United States
1242
-19
🇨🇳 Celts · China
1185
-17
🇩🇪 Georgians · Germany
1138
-15
Player eAPM Actions Feudal Castle Imperial Opening
33 762 13:16 20:48 — ⚔ Fish Boom FC into Towers
32 743 19:31 — — ⛏ Fast Castle
31 705 12:39 16:28 — ⛏ Fast Castle
24 541 13:25 — — ⚔ Scout Rush
17 402 14:45 19:10 — ⛏ Fast Castle
16 375 — — —
13 308 — — —
8 177 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,880 2,350 900 100 8,230 8,086
4,135 2,756 480 475 7,846 7,559
4,265 2,555 200 100 7,120 8,320
3,900 2,340 250 115 6,605 6,519
3,000 1,720 400 750 5,870 6,503
950 475 50 100 1,575 1,061
800 555 50 100 1,505 1,094
650 425 0 100 1,175 741
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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