AoeStats
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African Clearing

505028284Analyzed
4v4 RM · 25d ago on Sep 7, 2026· 26m 26s· 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
🇨🇳 Huns · China
871
+13
🇺🇸 Spanish · United States
842
+14
🇱🇻 Aztecs · Latvia
829
+14
🇹🇼 Goths · Taiwan
811
+15
🇭🇺 Khmer · Hungary
847
-36
🇬🇧 Lithuanians · United Kingdom
813
-15
🇧🇷 Franks · Brazil
767
-13
🇳🇱 Turks · Netherlands
762
-13
Player eAPM Actions Feudal Castle Imperial Opening
36 939 13:45 19:14 — ⛏ Fast Castle
17 453 15:28 — — ⚔ M@A into Scouts
15 384 14:23 23:50 — ⛏ Fast Castle
14 363 16:15 20:59 — ⛏ Fast Castle
13 348 14:33 23:32 — ⛏ Fast Castle
11 278 21:06 — — ⚔ M@A Rush
11 297 17:30 — —
10 275 17:28 23:47 —

Resources

Player Food Wood Gold Stone Spent Collected
4,050 3,840 1,175 200 9,265 9,506
4,360 2,990 430 850 8,630 9,502
4,325 3,585 300 100 8,310 10,736
4,400 2,144 390 880 7,814 8,065
3,715 2,605 390 475 7,185 8,466
3,645 2,675 300 360 6,980 7,755
2,850 2,629 0 200 5,679 5,253
2,705 1,835 310 100 4,950 5,211
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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