AoeStats
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African Clearing

510403184Analyzed
4v4 RM · 18h ago on Sep 30, 2026· 32m 34s· 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 · Colombia
1120
+11
🇨🇴 Muisca · Colombia
1092
+12
🇦🇷 Vietnamese · Argentina
1072
+13
🇨🇴 Burmese · Colombia
1046
+14
🇫🇮 Britons · Finland
1044
-14
🇫🇷 Varangians · France
1007
-13
🇳🇱 Teutons · Netherlands
996
-12
🇬🇧 Bulgarians · United Kingdom
961
-11
Player eAPM Actions Feudal Castle Imperial Opening
25 813 19:03 26:19 — ⚔ Champi Rush
23 737 14:37 23:09 — ⚔ Scout Rush
17 560 12:47 18:15 — ⛏ Fast Castle
15 480 18:27 21:55 — ⛏ Fish Boom FC
11 344 16:01 26:21 — ⛏ Fast Castle
0 9 — — —
0 9 — — —
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
11,550 6,115 4,590 300 22,555 23,612
7,360 4,190 2,030 200 13,780 15,047
8,045 3,300 1,390 300 13,035 14,598
5,020 3,490 995 750 10,255 9,785
3,400 2,115 250 905 6,670 7,006
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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