AoeStats
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African Clearing

510502540Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 26m 23s· 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 · United States
982
+14
🇪🇪 Franks · Estonia
941
+16
🇨🇳 Chinese · China
928
+16
🇨🇳 Britons · China
897
+18
🇮🇳 Huns · India
991
-18
🇩🇰 Mongols · Denmark
981
-18
🇦🇺 Huns · Australia
915
-15
🇦🇺 Inca · Australia
859
-13
Player eAPM Actions Feudal Castle Imperial Opening
65 1,728 16:32 — — ⚔ M@A into Archers
24 628 14:29 22:44 — ⚔ Scout Rush
19 489 17:44 — —
17 459 15:12 19:35 — ⛏ Fast Castle
17 448 16:27 23:50 — ⚔ Drush
13 350 15:31 20:22 — ⚔ Scout Rush
8 198 13:44 19:00 — ⛏ Fast Castle
2 49 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,505 3,865 700 850 10,920 11,068
5,160 4,115 400 750 10,425 11,616
5,945 3,006 1,280 135 10,366 10,487
3,780 3,250 710 100 7,840 7,835
5,370 1,375 725 100 7,570 8,174
3,100 1,725 250 100 5,175 5,795
2,050 1,412 125 105 3,692 4,014
300 275 50 100 725 490
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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