AoeStats
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African Clearing

510656868Analyzed
4v4 RM · 3h ago on Oct 2, 2026· 20m 52s· 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
🇨🇳 Cumans · China
1799
+8
🇨🇳 Varangians · China
1554
+17
🇲🇽 Khitans · Mexico
1507
+19
🇲🇽 Berbers · Mexico
1478
+19
🇦🇷 Mongols · Argentina
1646
-19
🇦🇷 Chinese · Argentina
1613
-17
🇦🇷 Berbers · Argentina
1575
-16
🇦🇷 Varangians · Argentina
1467
-11
Player eAPM Actions Feudal Castle Imperial Opening
53 1,107 — — —
49 1,024 20:23 — —
42 883 11:52 — — ⚔ Scout Rush
42 867 12:55 — — ⚔ Archer Rush
35 739 12:57 16:39 — ⛏ Fast Castle
35 735 12:19 17:27 — ⛏ Fast Castle
30 630 12:59 17:11 — ⛏ Fast Castle
28 583 16:44 — — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,700 2,378 1,045 200 8,323 8,432
4,400 1,767 690 950 7,807 7,424
3,925 2,595 250 750 7,520 7,214
3,730 3,153 50 100 7,033 7,532
3,400 1,622 50 200 5,272 4,764
2,235 2,140 460 100 4,935 4,797
2,450 1,663 50 100 4,263 4,078
2,100 1,155 50 100 3,405 3,593
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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