AoeStats
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African Clearing

505361353Analyzed
4v4 RM · 22d ago on Sep 9, 2026· 17m 54s· 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
🇨🇦 Persians · Canada
1432
+9
🇮🇳 Turks · India
1410
+10
🇺🇸 Chinese · United States
1407
+10
🇺🇸 Mongols · United States
1195
+20
🇦🇷 Khmer · Argentina
1320
-14
🇧🇪 Japanese · Belgium
1301
-13
🇺🇸 Dravidians · United States
1265
-12
🇨🇱 Berbers · Chile
1208
-10
Player eAPM Actions Feudal Castle Imperial Opening
65 1,170 14:29 — — ⛏ Fast Castle
58 1,033 12:50 — — ⚔ Scout Rush
45 797 12:56 16:28 — ⛏ Fast Castle
43 772 13:29 17:07 — ⛏ Fast Castle
41 737 13:41 — — ⛏ Fast Castle
32 568 16:09 — — ⚔ Drush
28 505 12:27 — — ⚔ Scout Rush
24 436 12:25 16:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,915 1,557 50 100 6,622 6,643
3,150 1,764 250 300 5,464 5,069
3,650 1,356 250 100 5,356 5,017
3,150 1,681 250 100 5,181 4,931
2,950 1,433 350 100 4,833 4,621
2,800 1,276 625 100 4,801 4,987
2,760 1,550 50 100 4,460 4,884
2,050 1,294 170 110 3,624 3,850
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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