AoeStats
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African Clearing

519704290Analyzed
4v4 RM · 4d ago on Nov 8, 2026· 31m 24s· 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
🇬🇪 Italians · Georgia
1156
+12
🇨🇾 Ethiopians · Cyprus
1132
+13
🇺🇦 Japanese · Ukraine
1024
+16
🇩🇪 Magyars · Germany
1002
+17
vs
🇹🇷 Cumans · Türkiye
1234
-21
🇬🇧 Poles · United Kingdom
1037
-14
🇨🇴 Khmer · Colombia
972
-12
🇹🇷 Chinese · Türkiye
928
-33
Player eAPM Actions Feudal Castle Imperial Opening
36 1,123 13:56 — — ⚔ Archer Rush
29 897 13:35 — —
23 711 14:29 18:34 — ⛏ Fast Castle
18 550 15:45 19:59 — ⛏ Fast Castle
18 564 15:25 — — ⚔ Fish Boom into Scouts
10 310 15:36 30:00 —
9 279 16:08 19:40 — ⛏ Fast Castle
6 204 15:14 — —

Resources

Player Food Wood Gold Stone Spent Collected
7,650 6,043 2,405 850 16,948 18,012
7,640 5,695 2,900 305 16,540 17,973
5,700 4,275 1,035 100 11,110 13,369
5,915 3,895 940 100 10,850 12,545
3,600 4,630 2,485 100 10,815 11,596
3,800 4,178 50 145 8,173 8,047
4,000 2,885 50 200 7,135 8,821
3,575 1,827 250 615 6,267 6,828
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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