AoeStats
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African Clearing

506634936Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 19m 41s· 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
🇨🇳 Koreans · China
1230
+12
🇮🇳 Japanese · India
1216
+12
🇸🇪 Celts · Sweden
1180
+14
🇨🇦 Huns · Canada
1134
+16
🇯🇵 Poles · Japan
1148
-14
🇨🇳 Magyars · China
1136
-14
🇭🇰 Huns · Hong Kong SAR China
1122
-13
🇨🇳 Spanish · China
1117
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 852 12:39 — — ⚔ Scout Rush
29 574 13:39 — — ⚔ M@A into Archers
28 550 15:21 — — ⚔ Scout Rush
25 502 12:07 19:28 —
23 448 14:29 18:31 — ⛏ Fast Castle
22 441 15:17 — —
22 442 13:53 17:22 — ⛏ Fast Castle
19 370 14:57 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,505 2,153 520 850 7,028 6,725
3,905 1,805 420 200 6,330 6,998
3,595 1,635 310 750 6,290 5,951
2,725 2,258 715 100 5,798 6,102
3,605 1,775 50 100 5,530 5,614
3,150 1,565 250 305 5,270 5,459
3,040 1,475 250 100 4,865 5,238
2,900 1,198 150 100 4,348 5,113
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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