AoeStats
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African Clearing

504989786Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 31m 13s· 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
🇪🇸 Goths · Spain
1147
+16
🇦🇷 Huns · Argentina
1145
+16
🇨🇳 Spanish · China
1138
+17
🇬🇷 Lithuanians · Greece
1115
+18
🇦🇺 Koreans · Australia
1207
-19
🇨🇳 Magyars · China
1201
-18
🇨🇳 Burmese · China
1127
-16
🇨🇳 Malay · China
1082
-14
Player eAPM Actions Feudal Castle Imperial Opening
27 835 12:55 — — ⚔ Archer Rush
25 766 16:15 20:11 — ⛏ Fast Castle
22 681 16:09 21:48 — ⛏ Fast Castle
21 647 13:30 17:42 — ⛏ Fast Castle
20 627 12:58 30:10 —
11 343 14:54 20:38 — ⛏ Fast Castle
9 279 13:51 21:56 — ⚔ Scout Rush
2 70 — — —

Resources

Player Food Wood Gold Stone Spent Collected
8,975 6,080 1,340 1,050 17,445 17,539
8,330 2,921 3,095 100 14,446 14,843
7,305 4,315 1,640 950 14,210 16,066
6,160 3,275 2,440 300 12,175 12,209
6,885 3,985 610 450 11,930 12,996
4,165 2,360 400 100 7,025 7,806
2,410 1,628 320 100 4,458 5,954
250 425 50 100 825 215
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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