AoeStats
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African Clearing

510803793Analyzed
4v4 RM · 4h ago on Oct 2, 2026· 24m 43s· 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
1562
+11
🇯🇵 Saxons · Japan
1533
+12
🇨🇳 Jurchens · China
1378
+19
🇹🇼 Magyars · Taiwan
1368
+19
🇹🇷 Persians · Türkiye
1514
-18
🇫🇮 Jurchens · Finland
1433
-15
🇫🇮 Vikings · Finland
1427
-15
🇮🇳 Armenians · India
1393
-13
Player eAPM Actions Feudal Castle Imperial Opening
64 1,572 11:44 22:38 — ⚔ Scout Rush
55 1,372 12:52 — — ⚔ M@A into Archers into Towers
48 1,188 13:16 — — ⚔ Scouts into Towers
37 923 11:59 — — ⚔ Scout Rush
35 874 13:13 16:39 — ⛏ Fast Castle
31 774 13:19 17:40 — ⛏ Fish Boom FC
27 667 13:04 — — ⚔ Scout Rush
25 611 14:09 23:59 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,545 4,044 420 200 13,209 12,759
7,520 3,799 1,195 300 12,814 12,004
5,550 4,820 1,570 300 12,240 11,832
4,615 3,716 300 200 8,831 9,181
4,460 2,860 575 350 8,245 8,839
3,865 2,691 150 200 6,906 7,447
3,760 2,591 50 350 6,751 6,574
3,200 2,390 250 350 6,190 6,403
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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