AoeStats
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African Clearing

510341010Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 24m 18s· 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
1076
+16
🇻🇪 Huns · Venezuela
1045
+17
🇺🇦 Huns · Ukraine
1030
+18
🇧🇷 Varangians · Brazil
1023
+18
🇨🇴 Georgians · Colombia
1124
-20
🇨🇴 Mongols · Colombia
1110
-19
🇨🇴 Vietnamese · Colombia
1041
-16
🇨🇴 Celts · Colombia
993
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 1,054 12:05 16:31 — ⛏ Fast Castle
34 838 12:18 — — ⚔ Scout Rush
27 665 16:55 — —
21 518 14:17 — — ⚔ Tower Rush
20 488 14:43 19:03 — ⚔ Scouts FC
19 470 12:41 — — ⛏ Fast Castle
14 337 15:24 — — ⚔ Tower Rush
13 326 16:20 21:16 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,600 2,215 400 1,500 8,715 8,833
3,975 2,855 760 200 7,790 7,312
4,480 2,675 250 100 7,505 9,214
3,835 2,415 760 200 7,210 7,544
3,215 2,688 250 225 6,378 6,771
3,250 1,755 320 600 5,925 6,463
2,870 1,115 250 605 4,840 5,537
2,600 940 50 600 4,190 5,225
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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