AoeStats
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African Clearing

510436611Analyzed
4v4 RM · 13h ago on Oct 1, 2026· 24m 46s· 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
🇲🇽 Mongols · Mexico
1402
+10
🇪🇨 Huns · Ecuador
1312
+14
🇲🇽 Vietnamese · Mexico
1153
+53
🇲🇽 Spanish · Mexico
1132
+21
🇨🇴 Huns · Colombia
1292
-18
🇺🇸 Mongols · United States
1255
-16
🇨🇦 Saxons · Canada
1255
-16
🇮🇳 Varangians · India
1235
-15
Player eAPM Actions Feudal Castle Imperial Opening
55 1,374 11:36 19:42 — ⚔ Scout Rush
41 1,007 14:09 20:13 —
38 934 14:01 20:41 — ⛏ Fast Castle
26 653 12:51 18:10 — ⛏ Fast Castle
24 602 12:36 24:17 — ⚔ Scout Rush
21 530 14:27 18:19 — ⚔ FC into Scouts
20 493 15:48 20:07 — ⛏ Fast Castle
13 326 14:21 19:16 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,175 2,392 1,140 650 10,357 10,697
4,925 2,636 800 750 9,111 9,429
5,025 3,095 400 225 8,745 10,057
4,270 2,638 560 850 8,318 8,258
3,965 2,920 505 850 8,240 7,429
3,875 2,275 1,030 850 8,030 7,340
4,695 1,905 300 750 7,650 8,581
3,200 1,312 250 750 5,512 5,690
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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