AoeStats
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African Clearing

510453112Analyzed
4v4 RM · 15h ago on Oct 1, 2026· 35m 59s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
56 2,016 13:19 18:38 — ⛏ Fast Castle
50 1,808 10:38 24:49 — ⚔ Scouts into Archers
47 1,698 14:14 17:50 — ⛏ Fast Castle
38 1,358 14:02 18:22 — ⛏ Fast Castle
36 1,280 14:09 24:21 — ⚔ Scout Rush
34 1,219 14:25 18:27 — ⛏ Fast Castle
23 816 13:09 26:16 — ⚔ M@A into Towers
19 675 13:08 18:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,290 6,980 4,060 950 22,280 22,185
7,460 8,655 2,200 2,550 20,865 21,988
8,815 5,004 1,220 1,875 16,914 17,590
8,240 4,991 2,590 450 16,271 16,668
6,075 6,405 2,130 1,180 15,790 16,930
7,050 4,243 1,375 850 13,518 14,411
5,075 4,541 2,760 200 12,576 13,597
5,240 4,357 550 245 10,392 11,328
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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