AoeStats
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African Clearing

505833058Analyzed
4v4 RM · 20d ago on Sep 11, 2026· 22m 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
🇨🇦 Mongols · Canada
1525
+11
🇪🇸 Tatars · Spain
1374
+17
🇨🇿 Huns · Czechia
1370
+17
🇨🇳 Berbers · China
1316
+20
🇹🇼 Koreans · Taiwan
1469
-19
🇨🇳 Persians · China
1396
-16
🇨🇳 Franks · China
1386
-16
🇹🇼 Spanish · Taiwan
1343
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 758 13:44 — — ⚔ Tower Rush
30 660 15:19 — —
29 650 15:21 21:11 — ⚔ M@A Rush
29 647 11:15 — — ⚔ Scout Rush
27 600 12:36 21:13 — ⚔ Scout Rush
23 498 15:13 19:15 — ⛏ Fast Castle
20 439 14:29 19:24 — ⛏ Fast Castle
14 302 11:59 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,625 2,911 1,020 200 8,756 8,097
5,180 2,446 940 100 8,666 9,025
5,475 2,534 350 100 8,459 8,550
6,160 1,600 550 0 8,310 9,419
3,190 1,942 370 750 6,252 5,772
2,550 1,176 100 725 4,551 5,877
1,975 1,345 100 975 4,395 4,836
2,550 1,432 50 140 4,172 4,615
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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