AoeStats
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African Clearing

510486453Analyzed
4v4 RM · 14h ago on Oct 1, 2026· 28m 8s· 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
🇨🇳 Khmer · China
899
+16
🇮🇳 Cumans · India
895
+16
🇭🇰 Mongols · Hong Kong SAR China
881
+17
🇨🇳 Lithuanians · China
770
+21
🇨🇳 Khmer · China
933
-19
🇦🇷 Bengalis · Argentina
911
-18
🇦🇷 Cumans · Argentina
895
-18
🇦🇺 Romans · Australia
826
-15
Player eAPM Actions Feudal Castle Imperial Opening
35 985 14:50 19:05 — ⛏ Fast Castle
21 589 15:14 18:37 — ⛏ Fast Castle
20 551 18:49 25:57 — ⛏ Fast Castle
19 535 13:47 — — ⚔ Tower Rush
18 497 18:27 24:17 — ⛏ Fast Castle
16 464 13:50 24:42 — ⛏ Fast Castle
15 431 20:06 23:41 — ⛏ Fast Castle
9 260 17:15 — — ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
9,375 5,285 1,625 300 16,585 16,424
6,835 4,141 500 200 11,676 12,886
4,735 3,620 1,110 240 9,705 10,376
3,950 3,645 370 200 8,165 8,616
4,050 2,580 250 945 7,825 7,641
2,915 3,950 50 225 7,140 9,359
3,400 1,640 250 300 5,590 7,778
2,160 1,652 50 600 4,462 4,351
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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