AoeStats
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African Clearing

504021147Analyzed
4v4 RM · 28d ago on Sep 3, 2026· 20m 25s· 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
🇷🇺 Koreans · Russia
1270
+16
🇧🇷 Britons · Brazil
1236
+18
🇨🇳 Chinese · China
1196
+20
🇨🇳 Mongols · China
1194
+20
🇹🇼 Bulgarians · Taiwan
1302
-20
🇹🇼 Spanish · Taiwan
1283
-19
🇹🇼 Goths · Taiwan
1271
-18
🇹🇼 Persians · Taiwan
1242
-17
Player eAPM Actions Feudal Castle Imperial Opening
68 1,382 11:13 15:28 — ⛏ Fast Castle
34 690 12:31 16:24 — ⛏ Fast Castle
33 677 14:03 18:57 —
32 645 14:32 20:12 — ⚔ Scout Rush
31 640 13:20 — — ⚔ Archer Rush
29 597 14:40 19:27 — ⛏ Fast Castle
19 395 12:49 — —
12 243 13:31 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,650 3,287 1,225 200 7,362 6,953
3,850 2,053 575 760 7,238 6,675
3,890 2,147 290 750 7,077 6,654
4,025 1,760 450 225 6,460 5,945
2,675 2,792 590 225 6,282 7,024
3,375 1,485 565 650 6,075 6,468
3,710 1,861 250 100 5,921 7,037
3,010 1,125 250 100 4,485 5,371
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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