AoeStats
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African Clearing

510280395Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 27m 42s· 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
🇹🇷 Huns · Türkiye
1231
+13
🇩🇪 Magyars · Germany
1226
+13
🇹🇷 Varangians · Türkiye
1204
+14
1186
+16
🇨🇳 Franks · China
1197
-15
🇦🇷 Armenians · Argentina
1173
-14
🇮🇳 Portuguese · India
1169
-14
🇨🇳 Maya · China
1140
-13
Player eAPM Actions Feudal Castle Imperial Opening
45 1,255 14:05 18:27 — ⛏ FC into Fish Boom
33 920 14:04 19:28 — ⛏ Fish Boom FC
23 637 13:18 — — ⚔ Scout Rush
22 597 16:08 21:10 — ⛏ Fast Castle
2 54 — — —
1 39 — — —
1 22 — — —
1 35 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,655 7,071 1,565 300 14,591 14,411
8,440 4,077 300 100 12,917 13,221
5,835 3,788 1,525 400 11,548 12,242
5,955 3,645 1,500 200 11,300 11,827
0 325 0 100 425 0
0 300 0 100 400 0
0 275 0 100 375 0
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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