AoeStats
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African Clearing

504682783Analyzed
4v4 RM · 26d ago on Sep 6, 2026· 23m 3s· 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
🇨🇳 Celts · China
1906
+7
🇺🇸 Tupi · United States
1872
+8
🇦🇺 Mapuche · Australia
1854
+8
🇻🇳 Wei · Vietnam
1760
+11
🇨🇳 Bulgarians · China
1823
-13
🇨🇳 Jurchens · China
1690
-9
🇨🇳 Inca · China
1665
-8
🇨🇳 Poles · China
1488
-4
Player eAPM Actions Feudal Castle Imperial Opening
61 1,411 11:25 — — ⚔ Scout Rush
44 1,017 11:39 — — ⚔ Scout Rush
40 927 11:45 21:20 — ⚔ M@A Rush
39 898 13:23 17:24 — ⛏ Fast Castle
34 776 13:50 17:29 — ⛏ Fish Boom FC
30 694 13:08 17:35 — ⛏ Fast Castle
29 677 12:52 17:04 — ⛏ Fast Castle
28 646 11:33 — — ⚔ Archers into Towers

Resources

Player Food Wood Gold Stone Spent Collected
3,900 4,441 1,750 100 10,191 9,269
4,725 2,125 1,050 1,400 9,300 9,103
4,500 3,391 750 100 8,741 8,677
4,625 3,384 250 400 8,659 8,482
5,165 2,934 350 100 8,549 8,991
3,905 2,885 1,110 350 8,250 8,733
4,360 2,639 150 310 7,459 8,099
3,150 2,020 775 225 6,170 6,509
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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