AoeStats
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African Clearing

505377351Analyzed
4v4 RM · 23d ago on Sep 9, 2026· 21m 10s· 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
1663
+12
🇨🇴 Cumans · Colombia
1658
+12
🇧🇷 Armenians · Brazil
1655
+12
🇲🇽 Vikings · Mexico
1501
+18
1628
-16
🇦🇷 Magyars · Argentina
1568
-14
🇦🇷 Vietnamese · Argentina
1551
-13
🇲🇽 Khmer · Mexico
1510
-11
Player eAPM Actions Feudal Castle Imperial Opening
62 1,312 11:28 — — ⚔ M@A into Towers
45 947 12:40 — — ⚔ Scout Rush
43 913 14:50 18:31 — ⛏ Fast Castle
40 853 12:07 — — ⚔ Scout Rush
38 795 13:46 17:46 — ⛏ Fast Castle
34 726 12:17 — — ⚔ M@A into Archers
30 628 12:01 — — ⚔ Scouts into Archers
26 545 14:28 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,780 2,100 1,000 100 7,980 7,827
3,945 3,091 100 200 7,336 7,185
3,765 1,956 390 860 6,971 6,527
3,485 2,518 320 225 6,548 6,109
3,325 2,411 50 225 6,011 5,652
3,225 1,748 365 650 5,988 6,170
2,715 2,321 455 225 5,716 5,752
1,975 1,327 455 145 3,902 3,817
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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