AoeStats
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African Clearing

510450170Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 27m 21s· 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
🇨🇳 Turks · China
717
+13
🇺🇸 Aztecs · United States
713
+13
🇨🇱 Persians · Chile
700
+13
🇦🇷 Britons · Argentina
662
+14
🇲🇽 Italians · Mexico
679
-15
🇲🇽 Celts · Mexico
641
-13
🇨🇴 Khmer · Colombia
622
-13
🇧🇷 Persians · Brazil
610
-12
Player eAPM Actions Feudal Castle Imperial Opening
19 527 17:16 — — ⚔ M@A into Archers
17 454 17:20 — — ⚔ Tower Rush
17 456 14:37 22:03 — ⛏ Fast Castle
12 338 16:56 23:32 — ⚔ Scout Rush
10 262 19:58 — —
9 257 19:54 — —
9 256 17:22 — — ⚔ Drush
3 88 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,900 2,410 515 750 8,575 10,146
4,015 3,190 335 825 8,365 9,874
4,325 3,390 475 100 8,290 8,918
3,600 2,815 945 225 7,585 8,722
3,615 2,205 50 505 6,375 7,050
2,350 1,835 110 225 4,520 4,234
2,105 2,070 50 100 4,325 5,585
500 475 50 100 1,125 2,414
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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