AoeStats
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African Clearing

510800258Analyzed
4v4 RM · 2h ago on Oct 2, 2026· 17m 51s· 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
🇭🇰 Magyars · Hong Kong SAR China
1406
+7
🇹🇼 Persians · Taiwan
1168
+16
🇹🇼 Huns · Taiwan
1077
+19
🇹🇼 Persians · Taiwan
1069
+19
🇧🇴 Varangians · Bolivia
1183
-16
🇹🇷 Cumans · Türkiye
1172
-16
🇭🇰 Saxons · Hong Kong SAR China
1166
-15
🇹🇼 Burgundians · Taiwan
1145
-14
Player eAPM Actions Feudal Castle Imperial Opening
64 1,143 11:37 — — ⚔ Scout Rush
32 580 14:13 — — ⚔ M@A into Scouts
30 529 14:00 — — ⚔ Drush into Scouts
30 536 11:55 — — ⚔ Archer Rush
27 474 13:17 — — ⚔ Scout Rush
25 446 15:02 — —
24 426 14:59 — —
19 347 13:12 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,200 2,228 640 100 6,168 5,990
3,640 2,260 150 100 6,150 5,866
3,490 1,627 180 100 5,397 5,102
3,000 2,075 50 100 5,225 5,003
3,080 1,210 150 100 4,540 4,189
2,705 1,400 90 100 4,295 4,206
2,645 1,375 110 100 4,230 4,323
2,000 1,275 50 100 3,425 4,692
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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