AoeStats
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African Clearing

510444045Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 19m 43s· 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
🇦🇷 Saxons · Argentina
1067
+10
🇦🇷 Mongols · Argentina
1057
+11
🇦🇷 Chinese · Argentina
930
+27
🇦🇷 Danes · Argentina
728
+24
🇪🇸 Spanish · Spain
954
-16
🇹🇷 Koreans · Türkiye
945
-16
🇺🇸 Huns · United States
930
-15
🇲🇽 Vietnamese · Mexico
888
-14
Player eAPM Actions Feudal Castle Imperial Opening
29 570 18:58 — — ⚔ Drush
21 422 13:45 — — ⚔ Tower Rush
20 390 12:42 — — ⚔ Scout Rush
16 319 15:03 — — ⛏ Fast Castle
16 317 16:26 — — ⚔ Archer Rush
13 256 14:59 — — ⚔ Scout Rush
8 167 14:51 — — ⚔ Archer Rush
0 1 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,470 2,817 50 100 6,437 6,489
3,150 2,028 250 130 5,558 5,816
2,520 2,592 50 100 5,262 4,957
2,550 2,035 130 100 4,815 5,468
2,400 1,920 325 100 4,745 4,936
2,275 2,068 235 135 4,713 4,857
1,950 1,345 0 350 3,645 4,203
0 0 0 0 0 0
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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