AoeStats
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African Clearing

506293419Analyzed
4v4 RM · 21d ago on Sep 13, 2026· 24m 57s· 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
🇨🇱 Mongols · Chile
1269
+8
🇨🇱 Huns · Chile
1112
+14
🇨🇱 Malians · Chile
1078
+16
🇨🇱 Persians · Chile
1006
+18
🇲🇽 Saracens · Mexico
1118
-16
🇲🇽 Persians · Mexico
1091
-15
🇵🇪 Inca · Peru
1053
-13
🇦🇷 Ethiopians · Argentina
1033
-12
Player eAPM Actions Feudal Castle Imperial Opening
56 1,396 13:20 17:00 — ⛏ Fast Castle
31 775 14:30 20:39 — ⚔ M@A FC
29 724 14:02 20:31 —
28 689 14:06 20:48 — ⚔ FC into Archers
27 681 14:22 23:48 — ⚔ Scout Rush
23 565 15:51 — — ⚔ Archer Rush
21 515 16:01 20:19 — ⛏ Fast Castle
20 489 16:55 21:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,175 4,174 1,550 850 11,749 11,703
4,150 3,658 1,165 200 9,173 8,971
4,645 2,816 1,110 100 8,671 8,770
4,050 3,285 435 300 8,070 7,749
4,350 2,790 350 100 7,590 8,745
3,830 3,214 340 200 7,584 7,674
3,900 2,710 400 300 7,310 7,527
2,440 2,146 460 100 5,146 5,469
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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