AoeStats
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African Clearing

504890054Analyzed
4v4 RM · 23d ago on Sep 6, 2026· 24m 22s· 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
🇦🇷 Mongols · Argentina
1376
+12
🇩🇪 Teutons · Germany
1284
+16
🇨🇳 Persians · China
1253
+17
🇧🇷 Huns · Brazil
1242
+18
🇦🇷 Spanish · Argentina
1291
-16
1291
-16
🇨🇱 Koreans · Chile
1284
-16
🇦🇷 Khmer · Argentina
1275
-15
Player eAPM Actions Feudal Castle Imperial Opening
63 1,546 14:25 18:19 — ⛏ Fast Castle
58 1,417 16:14 — — ⚔ Tower Rush
41 997 12:29 — — ⚔ Archer Rush
31 754 12:42 — — ⚔ Scout Rush
27 653 12:24 — — ⚔ Archer Rush
25 613 15:32 — — ⚔ Scout Rush
23 572 11:58 21:21 — ⚔ Scout Rush
15 359 14:29 18:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,100 3,070 1,160 100 9,430 9,033
5,525 1,580 1,390 650 9,145 9,614
5,220 2,662 350 100 8,332 9,922
4,025 2,477 725 100 7,327 7,257
3,115 2,292 905 100 6,412 6,308
2,955 2,775 50 600 6,380 6,529
2,820 2,275 50 200 5,345 4,731
1,770 2,387 680 205 5,042 5,276
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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