AoeStats
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African Clearing

510828917Analyzed
4v4 RM · 11h ago on Oct 2, 2026· 25m 6s· 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
🇩🇪 Burgundians · Germany
1069
+19
🇩🇪 Vietnamese · Germany
1064
+19
🇩🇪 Koreans · Germany
1031
+20
🇸🇮 Tatars · Slovenia
1010
+21
🇹🇼 Berbers · Taiwan
1165
-21
🇳🇱 Spanish · Netherlands
1146
-21
🇵🇪 Slavs · Peru
1099
-19
🇨🇱 Celts · Chile
1088
-18
Player eAPM Actions Feudal Castle Imperial Opening
36 906 13:56 23:32 — ⚔ Archer Rush
32 804 15:31 — — ⚔ Drush into Scouts into Skirms
28 705 13:21 18:45 — ⛏ Fast Castle
24 600 13:22 20:56 — ⚔ Scout Rush
15 375 13:44 20:55 — ⛏ Fish Boom FC
13 317 14:36 19:25 — ⛏ Fast Castle
11 277 16:02 23:04 — ⚔ Drush FC
6 146 12:46 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,195 4,416 880 100 9,591 9,775
4,850 3,257 475 850 9,432 9,587
3,800 2,950 1,525 100 8,375 9,005
3,350 2,092 840 1,420 7,702 7,806
3,640 2,775 90 110 6,615 7,068
3,220 2,010 385 850 6,465 6,289
2,300 1,270 260 225 4,055 3,915
1,875 1,195 70 225 3,365 3,150
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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