AoeStats
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African Clearing

510690442Analyzed
4v4 RM · 21h ago on Oct 2, 2026· 21m 56s· 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 · Argentina
1682
+14
🇨🇳 Japanese · China
1632
+16
🇺🇸 Saxons · United States
1570
+19
🇹🇼 Magyars · Taiwan
1510
+21
🇷🇺 Bengalis · Russia
1690
-20
🇺🇸 Burmese · United States
1637
-18
🇺🇸 Shu · United States
1604
-16
🇭🇰 Muisca · Hong Kong SAR China
1598
-16
Player eAPM Actions Feudal Castle Imperial Opening
45 977 — — —
41 889 11:32 — — ⚔ Archers into Skirms
39 855 15:13 19:25 — ⛏ Fish Boom FC
36 783 18:30 — —
35 772 12:28 16:13 — ⛏ Fast Castle
30 651 11:01 — — ⚔ Archer Rush
28 619 12:33 — — ⚔ Scout Rush
26 573 12:24 16:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,845 2,806 50 100 10,801 10,870
4,350 3,120 1,660 100 9,230 9,063
3,750 3,814 430 850 8,844 9,191
3,400 2,997 1,110 100 7,607 8,060
3,175 2,991 910 110 7,186 7,700
3,050 1,844 600 750 6,244 5,871
2,900 826 50 100 3,876 3,524
900 1,368 50 400 2,718 1,899
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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