AoeStats
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African Clearing

510819706Analyzed
4v4 RM · 12h ago on Oct 2, 2026· 33m 6s· 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
1136
+16
🇰🇬 Saxons · Kyrgyzstan
1130
+16
🇬🇧 Franks · United Kingdom
1102
+17
🇨🇭 Varangians · Switzerland
1095
+17
🇳🇴 Vikings · Norway
1149
-17
🇵🇪 Vietnamese · Peru
1140
-17
🇨🇳 Jurchens · China
1130
-17
🇭🇰 Huns · Hong Kong SAR China
1080
-15
Player eAPM Actions Feudal Castle Imperial Opening
28 932 13:20 — — ⚔ Tower Rush
24 806 12:37 25:20 — ⚔ Scout Rush
23 765 14:55 19:11 — ⛏ Fast Castle
22 740 17:54 24:04 — ⛏ Fish Boom FC
22 712 14:01 18:34 — ⚔ Scouts FC
18 583 13:16 — —
13 427 14:51 19:07 — ⛏ Fast Castle
13 434 15:36 20:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,345 7,668 2,110 755 16,878 18,565
8,370 5,130 1,500 950 15,950 16,411
7,480 4,910 1,585 850 14,825 15,516
6,500 5,530 1,600 500 14,130 19,981
5,345 5,681 1,310 950 13,286 13,589
4,375 5,328 250 2,830 12,783 12,417
4,485 3,260 140 590 8,475 11,505
3,920 2,275 90 1,350 7,635 8,652
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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