AoeStats
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African Clearing

510930261Analyzed
4v4 RM · 19h ago on Oct 3, 2026· 55m 18s· 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
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743
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Player eAPM Actions Feudal Castle Imperial Opening
30 1,644 14:34 27:13 46:12 ⚔ Scout Rush
28 1,522 17:44 23:55 40:44
19 1,026 14:26 27:48 47:34 ⚔ Scout Rush
19 1,032 13:54 26:52 — ⚔ Tower Rush
19 1,042 19:15 24:58 — ⚔ Drush FC
19 1,073 16:03 24:23 45:50 ⚔ M@A Rush
16 910 15:21 24:59 44:04
13 732 19:08 32:46 — ⚔ Towers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
26,845 11,865 10,535 1,600 50,845 59,492
23,550 9,800 11,895 1,800 47,045 60,591
15,440 13,965 13,190 3,000 45,595 54,871
13,020 13,921 4,645 1,950 33,536 39,466
12,910 10,810 2,815 1,890 28,425 28,955
11,310 7,380 7,025 1,560 27,275 31,929
9,235 7,550 4,250 2,190 23,225 26,871
9,400 7,505 790 1,550 19,245 19,966
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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