AoeStats
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African Clearing

510414400Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 26m 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
🇨🇱 Khmer · Chile
808
+6
🇪🇨 Spanish · Ecuador
781
+6
🇳🇴 Koreans · Norway
710
+8
🇷🇸 Huns · Serbia
633
+12
🇨🇱 Teutons · Chile
631
-11
🇺🇸 Aztecs · United States
574
-9
🇨🇦 Vikings · Canada
494
-7
🇧🇷 Chinese · Brazil
429
-5
Player eAPM Actions Feudal Castle Imperial Opening
36 958 13:59 24:43 — ⚔ Scout Rush
27 712 15:10 — — ⚔ Skirms into Archers
26 687 19:02 — — ⚔ Drush
22 586 15:19 22:59 — ⛏ Fast Castle
18 479 15:39 — — ⚔ Skirms into Scouts
14 381 — — — ⚔ Drush
8 215 20:27 — —
7 181 25:52 — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
5,750 2,699 920 100 9,469 9,505
5,620 2,675 250 395 8,940 10,261
3,340 3,630 455 180 7,605 8,338
4,085 2,735 50 320 7,190 9,719
3,695 2,435 100 100 6,330 6,934
2,650 2,600 390 100 5,740 6,629
2,400 2,020 230 100 4,750 6,600
2,635 1,405 210 225 4,475 4,206
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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