AoeStats
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African Clearing

510550828Analyzed
4v4 RM · 20h ago on Oct 1, 2026· 23m 54s· 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
🇨🇳 Maya · China
1470
+12
🇯🇵 Mongols · Japan
1454
+13
🇨🇳 Vietnamese · China
1434
+13
🇦🇷 Magyars · Argentina
1384
+16
🇹🇼 Vietnamese · Taiwan
1400
-14
🇹🇼 Varangians · Taiwan
1384
-14
🇨🇳 Japanese · China
1383
-14
🇨🇳 Malians · China
1341
-12
Player eAPM Actions Feudal Castle Imperial Opening
46 1,097 11:44 22:39 — ⚔ Scout Rush
42 996 11:34 22:02 — ⚔ Scout Rush
37 894 13:17 23:51 —
36 865 12:15 23:41 — ⚔ Archers into Fish Boom
35 848 14:16 20:24 — ⛏ Fast Castle
33 791 13:45 17:45 — ⛏ Fast Castle
30 729 12:27 16:38 — ⛏ Fast Castle
18 436 11:42 16:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,725 3,038 1,005 950 9,718 10,226
4,900 3,595 425 300 9,220 9,331
5,110 2,895 250 300 8,555 8,878
4,735 2,849 650 100 8,334 8,550
2,975 3,238 1,020 100 7,333 8,384
3,325 2,557 300 235 6,417 8,567
4,020 1,836 250 100 6,206 5,774
2,800 1,458 250 780 5,288 4,443
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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