AoeStats
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African Clearing

506079705Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 25m 55s· 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
🇩🇪 Gurjaras · Germany
942
+13
🇭🇺 Bohemians · Hungary
875
+16
🇩🇪 Magyars · Germany
854
+17
🇨🇳 Byzantines · China
703
+22
🇨🇳 Mongols · China
907
-19
🇮🇹 Magyars · Italy
875
-17
🇨🇳 Burgundians · China
843
-16
🇨🇳 Vietnamese · China
838
-26
Player eAPM Actions Feudal Castle Imperial Opening
31 801 13:04 — — ⚔ Scout Rush
19 490 16:42 23:09 — ⚔ Scout Rush
16 425 13:57 — — ⚔ Scout Rush
14 364 16:43 — —
14 350 19:54 — —
11 285 15:22 — — ⚔ Scout Rush
10 247 15:49 20:01 — ⛏ Fast Castle
8 216 15:02 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,215 3,710 370 300 8,595 8,992
4,815 3,046 350 175 8,386 9,638
5,090 2,800 250 100 8,240 9,964
3,490 2,793 190 100 6,573 8,291
3,350 1,225 250 100 4,925 5,635
3,100 1,400 50 100 4,650 5,786
2,625 1,405 0 100 4,130 5,714
1,900 1,727 0 100 3,727 3,841
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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