AoeStats
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African Clearing

506441552Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 20m 14s· 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
🇪🇸 Vietnamese · Spain
954
+15
🇺🇸 Celts · United States
942
+15
🇺🇸 Romans · United States
934
+15
🇺🇸 Spanish · United States
924
+16
🇲🇹 Japanese · Malta
952
-17
🇹🇷 Dravidians · Türkiye
944
-16
903
-14
🇬🇧 Teutons · United Kingdom
893
-14
Player eAPM Actions Feudal Castle Imperial Opening
38 776 15:15 — —
37 748 13:49 — — ⚔ Scout Rush
22 443 15:59 — —
17 347 16:59 — —
15 306 13:41 18:10 — ⛏ Fast Castle
13 260 14:55 — — ⛏ Fast Castle
11 232 13:30 — — ⛏ Fast Castle
10 209 12:46 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,915 2,535 250 410 7,110 6,484
4,000 2,667 50 335 7,052 6,826
3,925 1,425 430 100 5,880 6,354
3,225 2,020 250 100 5,595 6,735
3,400 1,785 250 100 5,535 7,317
2,395 2,235 115 100 4,845 4,483
2,725 1,530 200 225 4,680 4,842
2,535 1,900 50 130 4,615 4,930
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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