AoeStats
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African Clearing

510594436Analyzed
4v4 RM · 8h ago on Oct 1, 2026· 37m 38s· 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 · Saudi Arabia
1122
+9
🇦🇷 Persians · Argentina
975
+15
🇩🇪 Franks · Germany
966
+15
🇺🇸 Burgundians · United States
949
+16
🇹🇼 Magyars · Taiwan
1016
-16
🇮🇳 Turks · India
950
-14
🇲🇽 Saxons · Mexico
939
-13
🇮🇳 Sicilians · India
916
-33
Player eAPM Actions Feudal Castle Imperial Opening
28 1,064 13:20 17:18 — ⛏ Fast Castle
25 933 17:15 22:29 27:16 ◆ FC into Fast Imp
25 928 17:10 24:02 — ⛏ Fast Castle
20 757 13:45 19:44 — ⛏ Fast Castle
17 639 15:14 — — ⚔ Tower Rush
17 626 13:35 — —
12 461 21:02 — — ⚔ Drush
11 401 14:49 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,370 5,612 5,620 300 22,902 26,185
8,210 5,335 5,300 200 19,045 21,395
7,895 6,134 2,400 2,250 18,679 22,076
7,250 5,595 3,065 850 16,760 17,800
4,575 3,795 75 385 8,830 9,652
3,925 1,225 550 800 6,500 7,983
3,685 1,838 150 100 5,773 6,093
3,450 1,950 150 100 5,650 7,181
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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