AoeStats
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African Clearing

504513592Analyzed
4v4 RM · 25d ago on Sep 5, 2026· 18m 33s· 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
🇮🇳 Ethiopians · India
1108
+13
🇧🇷 Maya · Brazil
1050
+16
🇦🇷 Cumans · Argentina
1021
+17
🇧🇷 Britons · Brazil
1021
+17
🇭🇰 Mongols · Hong Kong SAR China
1082
-17
🇩🇪 Persians · Germany
1039
-16
🇵🇱 Huns · Poland
1035
-15
🇬🇧 Bohemians · United Kingdom
1026
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 680 13:46 — —
27 507 15:36 — —
23 418 16:23 — —
22 410 14:49 — — ⛏ Fast Castle
22 399 12:52 — — ⚔ Scout Rush
18 329 12:35 — — ⚔ Archer Rush
9 160 17:19 — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,175 2,240 775 100 5,290 5,312
2,950 1,664 250 100 4,964 4,642
2,610 1,753 50 100 4,513 4,936
2,075 2,025 140 100 4,340 4,508
2,080 1,800 150 200 4,230 5,030
2,750 1,200 100 100 4,150 4,018
2,300 1,125 100 200 3,725 3,669
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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