AoeStats
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African Clearing

510462618Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 19m 10s· 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
🇨🇳 Magyars · China
1711
+5
🇨🇳 Berbers · China
1446
+13
🇨🇳 Bulgarians · China
1434
+12
🇨🇳 Koreans · China
1275
+19
🇵🇪 Ethiopians · Peru
1404
-14
🇺🇸 Chinese · United States
1393
-13
🇻🇳 Franks · Vietnam
1355
-11
🇹🇼 Berbers · Taiwan
1350
-11
Player eAPM Actions Feudal Castle Imperial Opening
47 907 11:27 — — ⚔ Drush into Towers
30 572 14:54 — — ⚔ Skirms into Archers
27 514 13:38 17:32 — ⛏ Fish Boom FC
25 480 12:59 — — ⚔ Scout Rush
21 397 14:14 — — ⛏ Fast Castle
20 383 13:36 17:31 — ⛏ Fast Castle
17 322 12:10 — —
13 255 13:11 17:01 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,010 2,109 50 105 7,274 7,088
3,450 2,625 250 750 7,075 7,038
3,325 1,500 250 1,400 6,475 6,613
3,725 1,539 385 440 6,089 6,076
3,075 2,235 295 100 5,705 6,024
3,070 1,400 250 0 4,720 6,058
2,225 1,402 230 100 3,957 3,822
1,635 1,187 50 100 2,972 2,838
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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