AoeStats
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African Clearing

513526552Analyzed
4v4 RM · 3d ago on Oct 14, 2026· 24m 37s· 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
🇲🇽 Byzantines · Mexico
1073
+12
🇲🇽 Lithuanians · Mexico
1066
+12
🇲🇽 Saracens · Mexico
964
+16
🇲🇽 Khmer · Mexico
924
+18
vs
🇹🇼 Goths · Taiwan
1009
-16
🇹🇼 Persians · Taiwan
986
-15
🇺🇸 Vikings · United States
962
-14
🇺🇸 Japanese · United States
925
-13
Player eAPM Actions Feudal Castle Imperial Opening
19 471 19:33 23:52 — ⛏ Fast Castle
18 440 18:37 — — ⚔ Tower Rush
15 381 16:23 — — ⚔ M@A Rush
14 345 15:43 — — ⚔ Archer Rush
13 326 15:49 23:56 — ⚔ M@A into Skirms
13 308 14:24 21:18 — ⛏ Fast Castle
12 303 16:32 22:30 — ⚔ Scouts FC
5 114 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,000 2,375 1,000 325 8,700 8,757
3,700 3,630 1,155 100 8,585 9,613
3,615 3,931 550 200 8,296 8,194
4,375 2,485 625 225 7,710 7,583
3,975 2,410 250 225 6,860 8,579
3,425 2,070 515 100 6,110 7,180
2,600 2,198 120 825 5,743 6,358
200 325 0 100 625 149
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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