AoeStats
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African Clearing

504156537Analyzed
4v4 RM · 27d ago on Sep 4, 2026· 25m 14s· 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
🇺🇸 Cumans · United States
1047
+13
🇲🇽 Persians · Mexico
1046
+13
🇺🇸 Koreans · United States
1008
+15
🇺🇸 Huns · United States
920
+19
🇨🇳 Mongols · China
1030
-17
🇯🇵 Inca · Japan
977
-30
🇦🇷 Goths · Argentina
953
-14
953
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 855 18:00 21:56 — ⛏ Fast Castle
30 757 13:03 20:44 — ⛏ Fast Castle
26 660 13:18 17:46 — ⛏ Fast Castle
25 625 15:09 20:14 — ⛏ Fast Castle
25 639 17:38 23:56 — ⚔ Scouts FC
19 471 14:10 22:36 — ⚔ Archer Rush
12 295 15:13 — — ⚔ Skirmisher Rush
11 268 15:05 22:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,630 2,900 710 200 11,440 12,625
4,980 2,675 820 750 9,225 9,920
4,925 3,235 530 450 9,140 9,469
4,030 3,095 730 420 8,275 8,500
4,025 2,985 250 850 8,110 9,652
4,045 2,460 250 985 7,740 9,203
3,375 1,720 0 400 5,495 7,520
2,675 1,275 250 100 4,300 5,547
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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