AoeStats
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African Clearing

510891497Analyzed
4v4 RM · 17h ago on Oct 3, 2026· 25m 5s· 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
816
+11
🇯🇵 Saxons · Japan
656
+17
🇵🇪 Khmer · Peru
613
+19
🇨🇳 Hindustanis · China
578
+20
🇪🇸 Huns · Spain
844
-23
🇨🇱 Huns · Chile
720
-18
🇨🇱 Sicilians · Chile
680
-17
🇧🇷 Dravidians · Brazil
488
-9
Player eAPM Actions Feudal Castle Imperial Opening
35 887 12:57 22:16 — ⚔ Archer Rush
26 650 14:18 — — ⚔ Skirmisher Rush
14 343 17:16 — — ⛏ Fast Castle
13 324 18:01 — —
10 249 17:35 — — ⚔ Archer Rush
7 167 19:49 — —
0 3 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,850 3,563 2,060 225 11,698 11,431
3,935 2,995 300 100 7,330 8,420
3,900 2,455 250 100 6,705 9,245
2,850 2,630 50 885 6,415 9,078
2,525 2,225 1,225 100 6,075 7,002
2,600 1,850 50 100 4,600 5,761
0 0 0 0 0 0
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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