AoeStats
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African Clearing

510666863Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 30m 12s· 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
🇧🇷 Varangians · Brazil
1254
+15
🇧🇷 Mongols · Brazil
1233
+15
🇧🇷 Berbers · Brazil
1174
+18
🇧🇷 Britons · Brazil
1083
+21
🇺🇸 Persians · United States
1369
-22
🇨🇴 Portuguese · Colombia
1246
-19
🇦🇷 Magyars · Argentina
1199
-17
🇨🇱 Franks · Chile
1054
-11
Player eAPM Actions Feudal Castle Imperial Opening
55 1,667 14:50 19:30 — ⛏ Fast Castle
44 1,343 14:09 — — ⚔ Scout Rush
28 834 13:34 21:48 — ⚔ Scout Rush
23 710 14:26 18:52 — ⛏ Fast Castle
20 607 14:43 26:53 — ⚔ Scout Rush
18 531 12:30 — — ⚔ Scout Rush
16 485 15:17 19:06 — ⛏ Fast Castle
11 342 — — —

Resources

Player Food Wood Gold Stone Spent Collected
7,300 4,580 1,885 300 14,065 16,414
7,555 3,495 1,480 975 13,505 13,869
3,000 4,905 2,510 750 11,165 11,923
6,040 2,890 1,040 750 10,720 11,856
4,445 3,331 885 400 9,061 9,379
4,995 2,805 160 230 8,190 9,235
3,945 2,907 100 225 7,177 7,708
0 287 0 100 387 5
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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