AoeStats
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African Clearing

510794594Analyzed
4v4 RM · 7h ago on Oct 2, 2026· 46m 50s· 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
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1104
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1085
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🇨🇳 Burgundians · China
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🇦🇺 Koreans · Australia
1023
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Player eAPM Actions Feudal Castle Imperial Opening
50 2,338 13:30 17:15 35:43 ⛏ Fast Castle
36 1,682 12:25 16:48 — ⛏ Fast Castle
34 1,611 14:07 18:27 43:26 ⛏ Fast Castle
31 1,440 14:53 21:26 35:25 ⛏ Fast Castle
23 1,068 16:57 22:11 40:34 ⛏ Fast Castle
22 1,021 16:20 20:31 41:13 ⛏ Fast Castle
20 915 15:06 21:50 37:38 ⛏ Fast Castle
11 511 16:25 21:40 40:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,220 13,969 16,115 2,355 56,659 60,931
19,770 14,490 9,355 1,700 45,315 47,461
15,910 13,345 5,370 1,445 36,070 40,090
15,645 8,475 7,290 980 32,390 36,388
10,235 13,810 4,935 2,550 31,530 35,827
12,305 8,365 6,465 1,700 28,835 32,028
9,780 6,055 2,620 1,915 20,370 23,218
5,715 6,283 5,555 230 17,783 18,231
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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