AoeStats
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African Clearing

504514344Analyzed
4v4 RM · 28d ago on Sep 5, 2026· 22m 5s· 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
🇨🇳 Tatars · China
1639
+13
🇹🇼 Dravidians · Taiwan
1488
+19
🇹🇼 Muisca · Taiwan
1486
+20
🇹🇼 Japanese · Taiwan
1452
+21
🇲🇽 Koreans · Mexico
1572
-19
🇧🇪 Persians · Belgium
1571
-18
🇨🇳 Mongols · China
1564
-18
🇪🇸 Dravidians · Spain
1562
-18
Player eAPM Actions Feudal Castle Imperial Opening
51 1,118 12:33 20:00 — ⚔ Scout Rush
49 1,084 12:41 17:03 — ⛏ Fast Castle
48 1,055 12:57 — — ⛏ Fast Castle
35 784 10:57 20:17 — ⚔ Scout Rush
30 669 14:07 19:03 — ⛏ Fish Boom
29 647 12:39 — — ⚔ Archer Rush
26 575 13:11 16:59 — ⛏ Fast Castle
13 291 13:41 17:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,400 3,085 250 300 10,035 9,926
4,345 3,725 950 200 9,220 9,246
4,690 2,400 650 300 8,040 7,781
3,675 2,985 1,140 200 8,000 7,799
4,240 2,275 310 850 7,675 7,033
3,640 2,405 470 125 6,640 7,457
3,605 1,981 250 200 6,036 6,825
3,550 1,309 300 170 5,329 6,178
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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