AoeStats
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African Clearing

505815189Analyzed
4v4 RM · 21d ago on Sep 11, 2026· 23m 36s· 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
🇨🇳 Turks · China
1929
+9
🇹🇼 Mapuche · Taiwan
1777
+15
🇨🇳 Magyars · China
1750
+16
🇺🇸 Poles · United States
1694
+18
🇲🇽 Khitans · Mexico
1916
-22
🇲🇽 Ethiopians · Mexico
1820
-17
🇲🇽 Muisca · Mexico
1700
-12
🇵🇦 Wei · Panama
1558
-7
Player eAPM Actions Feudal Castle Imperial Opening
57 1,343 14:15 18:01 — ⛏ Fast Castle
55 1,309 12:47 16:21 — ⛏ Fast Castle
53 1,245 11:40 22:33 — ⚔ Scout Rush
50 1,192 13:31 17:22 — ⛏ Fast Castle
44 1,043 11:57 — — ⚔ Scout Rush
43 1,008 13:59 22:33 — ⚔ Archer Rush
42 994 14:36 18:38 — ⛏ Fast Castle
37 881 14:09 19:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,450 3,460 1,495 200 9,605 9,224
5,055 3,193 350 0 8,598 9,212
4,375 2,395 460 755 7,985 8,376
4,840 2,709 300 100 7,949 8,920
3,575 2,776 250 1,135 7,736 7,449
3,685 2,221 430 230 6,566 7,186
3,000 1,839 250 815 5,904 5,704
3,150 1,380 250 775 5,555 6,563
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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