AoeStats
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African Clearing

510531817Analyzed
4v4 RM · 5h ago on Oct 1, 2026· 43m 22s· 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
🇮🇳 Malay · India
1047
+15
🇮🇩 Shu · Indonesia
1045
+15
🇷🇺 Burgundians · Russia
1035
+41
🇪🇸 Spanish · Spain
988
+17
🇨🇳 Persians · China
1168
-21
🇨🇳 Persians · China
1041
-17
🇨🇳 Vietnamese · China
962
-13
914
-11
Player eAPM Actions Feudal Castle Imperial Opening
39 1,704 14:20 — —
38 1,636 37:09 — — ⚔ Drush
37 1,591 — — —
35 1,510 29:50 35:25 — ⛏ Fast Castle
32 1,395 15:37 — —
18 769 33:41 — —
13 553 30:55 38:47 — ⚔ Towers FC
5 237 22:47 32:02 — ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
4,450 4,155 470 1,610 10,685 13,804
4,545 3,431 450 1,200 9,626 10,089
6,475 2,135 230 100 8,940 9,310
4,600 2,425 645 850 8,520 8,745
3,820 4,107 90 400 8,417 8,864
800 2,753 50 800 4,403 3,860
2,175 1,350 100 200 3,825 3,528
1,700 1,407 50 300 3,457 2,940
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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