AoeStats
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African Clearing

510382184Analyzed
4v4 RM · 11h ago on Sep 30, 2026· 26m 41s· 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
🇩🇪 Magyars · Germany
1094
+16
🇩🇪 Mongols · Germany
1064
+17
🇩🇪 Saracens · Germany
1046
+18
🇩🇪 Danes · Germany
995
+21
🇫🇷 Lithuanians · France
1107
-19
🇨🇳 Varangians · China
1102
-18
🇩🇪 Chinese · Germany
1097
-18
🇩🇪 Slavs · Germany
1077
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 1,121 12:16 20:30 — ⚔ Drush into Scouts
34 910 14:42 26:32 — ⚔ Scout Rush
32 865 13:36 21:21 —
30 800 12:02 19:07 — ⚔ Archer Rush
30 793 11:48 17:04 — ⛏ Fast Castle
25 670 13:58 19:11 — ⛏ Fast Castle
22 575 16:02 20:54 — ⛏ Fast Castle
16 427 13:16 22:56 —

Resources

Player Food Wood Gold Stone Spent Collected
5,350 4,514 725 300 10,889 11,534
3,720 3,630 1,935 300 9,585 10,199
5,045 3,610 350 100 9,105 9,989
5,210 2,470 1,170 200 9,050 9,313
4,155 3,235 1,010 400 8,800 8,965
4,380 3,565 440 200 8,585 8,606
3,750 2,664 620 1,405 8,439 8,361
4,600 2,859 590 100 8,149 7,803
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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