AoeStats
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African Clearing

506077418Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 21m 42s· 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
🇭🇰 Vietnamese · Hong Kong SAR China
891
+12
🇨🇳 Huns · China
867
+31
🇨🇳 Ethiopians · China
828
+15
🇨🇳 Lithuanians · China
789
+16
🇩🇪 Gurjaras · Germany
962
-20
🇩🇪 Huns · Germany
775
-13
🇫🇷 Byzantines · France
750
-12
🇨🇳 Byzantines · China
714
-11
Player eAPM Actions Feudal Castle Imperial Opening
28 610 17:35 — —
22 474 12:56 — — ⚔ Scout Rush
20 441 15:21 — — ⚔ Scouts into Archers
19 418 16:49 — —
17 360 16:11 — — ⚔ M@A Rush
14 300 16:19 — —
13 275 15:54 — — ⛏ Fast Castle
13 287 15:49 — — ⚔ Drush into Towers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
3,005 2,350 410 100 5,865 6,555
3,475 1,950 250 100 5,775 6,207
3,210 1,707 110 475 5,502 5,125
3,780 1,275 50 100 5,205 5,705
2,975 1,800 50 100 4,925 5,028
2,350 1,300 170 100 3,920 4,195
2,225 1,425 100 100 3,850 4,489
1,950 925 50 100 3,025 3,707
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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