AoeStats
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African Clearing

510826988Analyzed
4v4 RM · 21h ago on Oct 2, 2026· 23m 2s· 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
🇧🇷 Cumans · Brazil
779
+14
🇪🇸 Dravidians · Spain
766
+14
🇺🇸 Byzantines · United States
743
+15
🇺🇸 Malians · United States
715
+16
🇹🇷 Spanish · Türkiye
760
-16
🇩🇰 Lithuanians · Denmark
731
-15
🇮🇪 Khitans · Ireland
701
-14
🇫🇷 Khmer · France
697
-14
Player eAPM Actions Feudal Castle Imperial Opening
26 601 20:08 — — ⚔ M@A into Towers
21 480 12:52 — — ⚔ Scout Rush
18 408 16:51 — — ⚔ Scout Rush
18 416 17:26 21:57 — ⛏ Fast Castle
11 247 15:15 — — ⚔ M@A Rush
10 229 19:01 — —
9 198 12:20 — — ⚔ Scout Rush
8 191 16:41 — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
4,575 2,410 515 0 7,500 9,566
3,440 2,005 260 100 5,805 6,295
2,925 2,011 250 540 5,726 6,262
2,625 1,834 235 480 5,174 7,217
2,325 2,117 435 100 4,977 4,913
2,990 1,400 0 170 4,560 5,902
2,375 1,510 110 225 4,220 3,802
1,850 775 50 100 2,775 3,965
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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