AoeStats
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African Clearing

510675404Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 20m 57s· 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
🇨🇷 Dravidians · Costa Rica
1256
+13
🇵🇪 Huns · Peru
1241
+13
🇨🇴 Persians · Colombia
1203
+15
🇲🇽 Varangians · Mexico
1194
+15
🇨🇳 Magyars · China
1196
-15
🇨🇳 Varangians · China
1191
-14
🇺🇸 Bohemians · United States
1185
-14
🇨🇦 Mongols · Canada
1157
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 1,147 12:29 — — ⚔ Archer Rush
52 1,090 11:08 — — ⚔ Scout Rush
46 957 12:41 20:04 — ⚔ Scout Rush
37 773 13:21 — — ⚔ Scout Rush
36 753 12:22 16:44 — ⚔ FC into Scouts
31 656 14:13 18:10 — ⛏ Fast Castle
15 322 14:52 — — ⚔ Archer Rush
10 200 12:30 18:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,340 2,987 350 100 7,777 7,544
2,620 3,639 1,315 100 7,674 7,041
3,415 2,495 250 850 7,010 6,192
3,450 2,223 250 850 6,773 6,279
2,265 3,100 500 225 6,090 5,560
3,255 2,360 150 100 5,865 6,589
3,425 1,800 250 200 5,675 5,791
3,685 1,525 350 100 5,660 5,849
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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