AoeStats
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African Clearing

510525738Analyzed
4v4 RM · 20h ago on Oct 1, 2026· 51m 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
🇻🇳 Lithuanians · Vietnam
1127
+15
🇯🇵 Turks · Japan
1111
+15
🇨🇳 Goths · China
1089
+16
🇹🇼 Varangians · Taiwan
1080
+16
🇲🇽 Chinese · Mexico
1140
-49
🇹🇷 Bohemians · Türkiye
1109
-16
🇨🇱 Turks · Chile
1082
-15
🇨🇳 Burgundians · China
1037
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 2,415 15:52 20:00 41:29 ⛏ Fast Castle
34 1,765 18:47 23:19 — ⛏ Fish Boom FC
33 1,690 14:27 19:25 35:53 ⛏ Fast Castle
22 1,127 13:13 18:25 32:06 ⛏ Fast Castle
21 1,077 14:20 19:25 36:40 ⛏ Fast Castle
21 1,090 13:53 18:06 — ⛏ Fast Castle
3 168 — — —
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
27,085 17,480 5,815 1,900 52,280 54,389
17,465 18,127 12,955 2,350 50,897 55,683
17,870 16,105 10,760 4,280 49,015 54,733
18,660 12,970 10,060 1,850 43,540 44,673
15,420 13,123 12,180 1,600 42,323 44,712
5,795 4,175 1,615 300 11,885 13,435
350 375 50 100 875 254
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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