AoeStats
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African Clearing

505622276Analyzed
4v4 RM · 21d ago on Sep 10, 2026· 23m 46s· 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
🇬🇧 Bengalis · United Kingdom
1176
+11
🇪🇸 Chinese · Spain
1175
+12
🇨🇳 Gurjaras · China
1127
+13
🇪🇸 Huns · Spain
1117
+14
🇧🇩 Mongols · Bangladesh
1105
-14
🇨🇳 Franks · China
1082
-13
🇲🇾 Vikings · Malaysia
1069
-12
🇵🇱 Turks · Poland
1033
-11
Player eAPM Actions Feudal Castle Imperial Opening
34 802 22:40 — —
29 691 12:09 16:58 — ⛏ Fast Castle
29 685 13:45 — — ⚔ Scout Rush
27 644 — — —
20 483 13:28 — — ⚔ Tower Rush
20 480 14:33 — — ⚔ Scout Rush
18 422 12:47 — — ⚔ Scout Rush
15 355 14:05 — — ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
3,625 3,575 1,850 235 9,285 9,288
4,645 2,720 420 100 7,885 8,185
3,960 2,205 110 125 6,400 7,607
4,155 1,763 250 0 6,168 7,908
3,165 2,635 120 100 6,020 6,367
2,950 1,295 100 1,375 5,720 5,256
2,700 1,882 50 235 4,867 5,929
1,050 712 50 100 1,912 1,327
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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