AoeStats
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African Clearing

510471484Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 18m 44s· 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
🇭🇰 Khitans · Hong Kong SAR China
1210
+11
1192
+12
🇨🇳 Saxons · China
1176
+12
🇨🇳 Chinese · China
1153
+13
🇮🇳 Jurchens · India
1100
-12
🇹🇼 Huns · Taiwan
1098
-12
1096
-12
🇺🇸 Danes · United States
1095
-12
Player eAPM Actions Feudal Castle Imperial Opening
42 780 13:32 — — ⚔ Drush
20 383 12:57 — — ⚔ Scout Rush
16 292 16:24 — — ⛏ Fish Boom
12 223 — — —
11 208 — — —
10 186 — — —
4 82 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,650 3,025 50 100 5,825 5,957
2,980 1,700 50 100 4,830 5,099
2,225 1,865 90 125 4,305 4,821
500 375 0 100 975 506
550 300 0 100 950 510
350 425 50 100 925 581
300 425 50 100 875 190
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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