AoeStats
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African Clearing

505998229Analyzed
4v4 RM · 21d ago on Sep 12, 2026· 49m 50s· 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
🇬🇷 Byzantines · Greece
717
+6
🇧🇷 Persians · Brazil
712
+6
🇧🇷 Mongols · Brazil
467
+14
🇹🇷 Dravidians · Türkiye
434
+15
🇺🇸 Romans · United States
487
-13
🇲🇽 Khmer · Mexico
457
-10
456
-10
🇲🇽 Vikings · Mexico
389
-8
Player eAPM Actions Feudal Castle Imperial Opening
31 1,525 15:32 23:50 44:41 ⛏ Fast Castle
19 942 24:56 34:51 48:38 ⚔ M@A FC
13 661 15:31 28:09 — ⚔ Towers into Scouts
9 459 21:21 34:51 49:46
9 455 19:26 36:36 — ⚔ Drush
7 353 15:36 38:39 — ⚔ Scout Rush
5 264 42:14 — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
30,340 17,214 17,000 2,075 66,629 70,489
14,910 7,815 4,605 955 28,285 41,814
14,175 8,380 3,885 1,050 27,490 35,207
11,490 4,555 3,990 1,910 21,945 22,641
9,010 4,310 1,565 350 15,235 17,772
6,090 3,715 1,480 815 12,100 15,454
1,700 1,675 50 200 3,625 4,816
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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