AoeStats
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African Clearing

505261561Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 19m 49s· 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
🇯🇵 Spanish · Japan
1250
+15
🇦🇹 Italians · Austria
1224
+16
🇨🇳 Franks · China
1224
+16
🇹🇼 Vietnamese · Taiwan
1185
+18
🇳🇴 Saracens · Norway
1252
-17
🇩🇪 Hindustanis · Germany
1232
-17
🇻🇪 Georgians · Venezuela
1221
-16
1191
-15
Player eAPM Actions Feudal Castle Imperial Opening
65 1,284 19:07 — —
52 1,023 14:15 — — ⛏ Fast Castle
36 711 14:32 19:04 — ⛏ Fast Castle
33 650 13:11 16:40 — ⛏ Fast Castle
28 553 15:21 — — ⚔ M@A FC
21 414 17:36 — — ⚔ Drush into Scouts
20 405 14:36 19:08 — ⛏ Fast Castle
18 360 13:25 18:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,000 1,700 670 100 7,470 7,477
4,625 2,333 250 130 7,338 7,370
3,740 1,825 670 850 7,085 6,738
3,375 2,477 640 100 6,592 6,102
3,650 1,851 250 480 6,231 6,590
3,275 1,875 250 300 5,700 5,548
3,600 987 50 100 4,737 4,924
2,490 1,200 90 100 3,880 3,741
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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