AoeStats
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African Clearing

504019563Analyzed
4v4 RM · 27d ago on Sep 3, 2026· 19m 11s· 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
🇻🇳 Magyars · Vietnam
1338
+16
🇻🇳 Huns · Vietnam
1328
+16
🇨🇳 Koreans · China
1323
+17
🇨🇳 Aztecs · China
1322
+17
🇧🇭 Vikings · Bahrain
1383
-20
🇹🇼 Mongols · Taiwan
1358
-17
🇺🇸 Jurchens · United States
1303
-15
🇹🇼 Slavs · Taiwan
1294
-14
Player eAPM Actions Feudal Castle Imperial Opening
58 1,106 13:55 — — ⚔ M@A FC
47 898 13:02 — — ⛏ Fish Boom FC
35 679 14:33 — — ⚔ Scout Rush
32 611 13:12 — — ⚔ Scout Rush
29 560 14:47 — — ⛏ Fast Castle
26 496 13:27 17:33 — ⛏ Fast Castle
24 463 14:31 18:43 — ⛏ Fast Castle
20 384 12:47 17:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,300 2,800 250 100 6,450 5,821
3,585 2,000 390 100 6,075 6,793
3,175 1,780 200 850 6,005 5,904
3,575 1,562 250 0 5,387 6,945
3,365 1,724 250 0 5,339 5,258
3,390 1,400 250 100 5,140 5,080
2,650 1,479 250 100 4,479 4,772
2,475 1,488 170 100 4,233 4,055
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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