AoeStats
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African Clearing

511541460Analyzed
4v4 RM · 14d ago on Oct 5, 2026· 21m 19s· 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
🇲🇽 Varangians · Mexico
1881
+3
🇹🇼 Persians · Taiwan
1622
+9
🇨🇳 Koreans · China
1509
+12
🇭🇰 Maya · Hong Kong SAR China
1508
+13
vs
🇭🇰 Tatars · Hong Kong SAR China
1538
-12
🇭🇰 Cumans · Hong Kong SAR China
1509
-10
🇭🇰 Huns · Hong Kong SAR China
1487
-10
🇭🇰 Franks · Hong Kong SAR China
1327
-5
Player eAPM Actions Feudal Castle Imperial Opening
50 1,067 11:06 20:52 — ⚔ Scout Rush
45 955 12:29 16:05 — ⛏ Fast Castle
37 792 13:41 17:56 — ⛏ Fast Castle
36 770 15:40 — —
31 655 13:34 18:52 — ⛏ Fast Castle
28 603 — — —
27 580 12:57 17:14 — ⛏ Fast Castle
16 333 19:29 — —

Resources

Player Food Wood Gold Stone Spent Collected
5,380 2,690 420 200 8,690 9,030
3,425 2,802 1,015 950 8,192 7,805
3,350 3,003 555 855 7,763 7,026
4,075 2,813 300 300 7,488 7,015
3,125 1,823 250 300 5,498 5,092
2,925 1,985 50 200 5,160 5,270
2,350 1,725 50 300 4,425 4,395
2,350 1,025 50 200 3,625 3,102
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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