AoeStats
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African Clearing

510326292Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 19m 8s· 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
🇨🇳 Saxons · China
1237
+16
🇹🇷 Huns · Türkiye
1236
+16
🇵🇪 Spanish · Peru
1220
+16
🇹🇼 Varangians · Taiwan
1146
+18
🇨🇳 Wei · China
1242
-17
🇨🇳 Persians · China
1238
-17
🇨🇳 Spanish · China
1219
-16
🇻🇳 Gurjaras · Vietnam
1200
-16
Player eAPM Actions Feudal Castle Imperial Opening
58 1,113 12:07 — — ⚔ Scout Rush
40 769 12:09 — — ⚔ Scout Rush
40 769 12:30 17:09 — ⛏ Fast Castle
31 594 13:58 18:09 — ⛏ Fast Castle
26 491 14:18 — — ⚔ Fish Boom into Archers
25 482 15:36 — — ⛏ Fast Castle
18 339 12:47 17:26 — ⛏ Fast Castle
3 61 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,300 3,653 590 100 7,643 8,376
3,385 2,185 730 100 6,400 6,262
3,175 1,885 300 750 6,110 5,708
3,525 1,396 250 750 5,921 6,358
4,005 1,443 250 100 5,798 5,998
2,695 2,344 50 225 5,314 5,815
3,050 1,508 250 100 4,908 5,451
0 300 0 100 400 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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