AoeStats
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African Clearing

510708133Analyzed
4v4 RM · 6h ago on Oct 2, 2026· 18m 16s· 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
🇹🇼 Mapuche · Taiwan
1504
+10
🇨🇳 Varangians · China
1399
+14
🇨🇳 Saxons · China
1302
+18
🇨🇳 Huns · China
1197
+23
🇺🇸 Bulgarians · United States
1402
-18
🇹🇼 Mongols · Taiwan
1388
-18
🇹🇷 Vikings · Türkiye
1321
-15
🇵🇱 Saxons · Poland
1299
-14
Player eAPM Actions Feudal Castle Imperial Opening
54 995 11:27 — — ⚔ Scout Rush
36 658 12:09 — —
35 645 12:44 — — ⚔ Archer Rush
32 593 13:57 18:02 — ⛏ Fast Castle
32 582 14:36 — — ⛏ Fast Castle
29 539 13:04 17:09 — ⛏ Fast Castle
26 481 12:54 — — ⛏ Fast Castle
22 407 13:55 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,350 1,425 150 0 5,925 6,320
3,600 1,731 300 100 5,731 5,716
2,950 1,284 250 750 5,234 5,361
2,320 2,076 455 100 4,951 4,821
3,000 1,575 200 100 4,875 5,356
2,650 1,331 250 100 4,331 4,825
2,600 1,185 50 100 3,935 3,534
1,750 925 50 200 2,925 2,670
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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