AoeStats
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African Clearing

505507374Analyzed
4v4 RM · 22d ago on Sep 9, 2026· 23m 49s· 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
🇧🇷 Goths · Brazil
1240
+14
🇧🇷 Persians · Brazil
1206
+15
🇧🇷 Hindustanis · Brazil
1177
+17
🇧🇷 Koreans · Brazil
1152
+17
🇺🇸 Koreans · United States
1217
-17
🇪🇸 Spanish · Spain
1199
-16
🇦🇷 Franks · Argentina
1196
-16
🇲🇽 Persians · Mexico
1154
-14
Player eAPM Actions Feudal Castle Imperial Opening
30 706 15:21 18:52 — ⛏ Fast Castle
30 707 13:55 — — ⚔ Drush
29 681 13:26 17:32 — ⛏ Fast Castle
28 665 14:24 — — ⚔ Scout Rush
24 578 14:44 20:02 — ⛏ Fast Castle
24 565 14:27 19:09 — ⛏ Fast Castle
19 460 14:19 18:32 — ⛏ Fast Castle
13 313 12:27 21:00 — ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
4,145 3,361 920 300 8,726 9,120
4,335 2,669 1,075 205 8,284 7,749
4,175 3,040 650 300 8,165 7,745
3,400 4,105 250 300 8,055 7,791
4,230 2,743 535 200 7,708 7,273
3,530 2,095 550 785 6,960 7,313
3,880 1,896 250 225 6,251 6,787
3,265 2,330 290 225 6,110 6,205
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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