AoeStats
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African Clearing

506165972Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 36m 37s· 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
🇸🇰 Hindustanis · Slovakia
1053
+14
🇸🇰 Berbers · Slovakia
1024
+15
🇦🇷 Khmer · Argentina
940
+18
🇦🇷 Hindustanis · Argentina
937
+19
🇨🇳 Japanese · China
1001
-17
🇯🇵 Britons · Japan
1000
-51
🇹🇼 Wu · Taiwan
992
-19
🇨🇳 Franks · China
986
-16
Player eAPM Actions Feudal Castle Imperial Opening
31 1,131 15:15 23:56 — ⚔ Fish Boom into Drush into Scouts FC
29 1,050 15:05 23:46 — ⚔ Archer Rush
23 846 13:17 20:28 29:39 ⚔ Scout Rush
21 780 15:05 21:03 — ⛏ FC into Fish Boom
13 491 17:03 22:52 — ⛏ Fast Castle
6 213 18:25 — —
5 168 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
12,090 6,770 3,260 950 23,070 25,017
10,765 8,361 2,160 1,605 22,891 24,429
7,375 9,601 1,845 1,050 19,871 23,561
7,575 3,945 2,475 950 14,945 17,314
6,740 5,135 1,435 1,500 14,810 17,816
3,860 2,055 375 260 6,550 7,692
250 300 0 100 650 125
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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