AoeStats
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African Clearing

503932067Analyzed
4v4 RM · 28d ago on Sep 3, 2026· 19m 29s· 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
🇦🇷 Mongols · Argentina
1372
+9
🇦🇷 Japanese · Argentina
1350
+10
🇦🇷 Jurchens · Argentina
1247
+14
🇦🇷 Persians · Argentina
1239
+13
🇨🇦 Georgians · Canada
1237
-13
🇹🇼 Vikings · Taiwan
1222
-12
🇨🇦 Saracens · Canada
1194
-11
🇺🇸 Wei · United States
1158
-10
Player eAPM Actions Feudal Castle Imperial Opening
27 535 14:09 — — ⛏ Fast Castle
25 480 12:41 — — ⛏ Fish Boom FC
23 440 13:30 — —
23 446 14:31 18:12 — ⛏ Fast Castle
19 368 12:53 18:56 — ⛏ Fast Castle
19 371 14:33 18:48 — ⛏ Fast Castle
12 240 15:12 — — ⛏ Fast Castle
3 68 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,250 2,327 760 100 6,437 6,255
3,820 1,992 500 100 6,412 6,340
3,025 2,505 250 100 5,880 5,579
3,450 1,700 250 200 5,600 5,635
2,825 2,093 300 100 5,318 5,541
2,865 1,703 250 200 5,018 5,117
2,635 2,176 150 0 4,961 5,596
1,550 725 50 0 2,325 3,225
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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