AoeStats
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African Clearing

504624843Analyzed
4v4 RM · 28d ago on Sep 6, 2026· 19m 4s· 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
🇨🇴 Britons · Colombia
943
+18
🇨🇴 Huns · Colombia
926
+18
🇨🇴 Turks · Colombia
925
+18
🇨🇴 Japanese · Colombia
884
+20
🇭🇰 Burgundians · Hong Kong SAR China
998
-19
🇨🇳 Goths · China
990
-19
🇺🇸 Mongols · United States
980
-19
🇯🇵 Maya · Japan
936
-17
Player eAPM Actions Feudal Castle Imperial Opening
81 1,542 14:18 18:50 — ⛏ Fish Boom FC
42 799 12:53 — —
30 581 16:18 — — ⚔ Drush
28 532 12:38 — —
21 393 14:49 — —
11 209 16:47 — —
7 142 — — —
5 97 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,425 2,300 250 0 6,975 7,962
2,650 1,690 80 100 4,520 4,962
2,520 1,725 0 220 4,465 5,106
2,400 1,050 50 100 3,600 4,724
2,010 1,370 0 100 3,480 3,812
1,900 1,125 100 100 3,225 3,067
1,100 575 50 100 1,825 1,526
800 575 50 100 1,525 1,315
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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