AoeStats
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African Clearing

510890646Analyzed
4v4 RM · 16h ago on Oct 3, 2026· 26m 46s· 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 · Peru
1445
+13
🇨🇳 Magyars · China
1351
+16
🇺🇸 Japanese · United States
1349
+16
🇪🇨 Vietnamese · Ecuador
1345
+17
🇺🇸 Mongols · United States
1569
-23
🇺🇸 Saracens · United States
1435
-19
🇩🇪 Byzantines · Germany
1250
-11
🇦🇷 Franks · Argentina
1192
-9
Player eAPM Actions Feudal Castle Imperial Opening
55 1,479 12:48 16:37 — ⛏ Fast Castle
30 796 14:21 18:20 — ⛏ Fast Castle
23 607 13:09 19:57 — ⚔ Scout Rush
8 203 — — —
8 204 — — —
6 152 — — —
5 146 — — —
0 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
6,475 6,282 2,855 400 16,012 15,654
4,500 4,443 1,945 200 11,088 11,617
6,850 3,100 655 300 10,905 11,234
300 825 0 100 1,225 650
600 400 50 100 1,150 497
450 300 50 100 900 391
400 300 0 0 700 477
0 0 0 0 0 60
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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