AoeStats
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African Clearing

510779510Analyzed
4v4 RM · 13h ago on Oct 2, 2026· 18m 2s· 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
🇨🇳 Teutons · China
930
+14
🇹🇷 Burgundians · Türkiye
930
+14
🇫🇷 Sicilians · France
918
+15
🇦🇷 Persians · Argentina
907
+15
🇸🇪 Turks · Sweden
930
-16
🇸🇪 Mongols · Sweden
928
-16
🇺🇸 Franks · United States
911
-15
🇺🇸 Franks · United States
808
-27
Player eAPM Actions Feudal Castle Imperial Opening
30 534 15:30 — — ⚔ Scout Rush
18 332 15:53 — —
17 309 13:56 — — ⛏ Fast Castle
15 265 15:56 — —
14 251 14:40 — — ⚔ M@A into Towers
12 219 14:49 — —
8 139 14:48 — — ⚔ Scout Rush
6 113 13:26 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,300 1,750 250 100 6,400 6,357
2,575 2,210 125 450 5,360 4,925
3,140 1,450 50 0 4,640 4,706
2,450 1,486 150 475 4,561 4,030
2,575 1,544 70 65 4,254 4,075
2,300 1,511 0 100 3,911 4,073
2,275 1,515 0 100 3,890 3,973
1,920 1,455 50 100 3,525 3,474
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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