AoeStats
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African Clearing

505160158Analyzed
4v4 RM · 23d ago on Sep 8, 2026· 26m 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
🇺🇸 Inca · United States
989
+12
🇺🇸 Japanese · United States
929
+14
🇺🇸 Italians · United States
899
+15
🇺🇸 Tupi · United States
877
+16
🇨🇳 Burmese · China
936
-16
🇺🇸 Goths · United States
922
-15
🇺🇸 Armenians · United States
867
-14
🇨🇦 Lithuanians · Canada
830
-12
Player eAPM Actions Feudal Castle Imperial Opening
27 725 13:16 26:35 — ⚔ Scout Rush
25 669 13:39 — — ⚔ Archer Rush
22 595 13:05 — — ⚔ Archers into Towers
15 391 13:27 18:41 — ⛏ Fast Castle
13 351 13:21 18:49 — ⛏ Fast Castle
13 362 15:26 — — ⚔ M@A Rush
11 293 14:06 21:49 — ⛏ Fast Castle
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,425 9,850 1,040 750 16,065 16,534
5,310 8,025 770 100 14,205 13,646
5,385 3,425 510 950 10,270 10,990
4,855 2,860 1,120 750 9,585 9,281
3,715 2,215 815 600 7,345 7,941
3,540 2,050 475 300 6,365 6,888
3,360 2,420 430 100 6,310 6,905
0 0 0 0 0 0
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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