AoeStats
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African Clearing

506797165Analyzed
4v4 RM · 17d ago on Sep 15, 2026· 18m 6s· 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
🇲🇽 Spanish · Mexico
1203
+9
🇲🇽 Persians · Mexico
1190
+9
🇨🇳 Ethiopians · China
1185
+9
🇻🇳 Britons · Vietnam
1098
+13
🇦🇷 Vietnamese · Argentina
1097
-12
🇨🇳 Saracens · China
1052
-11
🇹🇷 Spanish · Türkiye
1008
-9
🇲🇽 Khmer · Mexico
968
-8
Player eAPM Actions Feudal Castle Imperial Opening
37 677 15:57 — — ⛏ Fast Castle
29 528 16:00 — —
27 481 14:08 — —
25 454 11:09 — — ⚔ M@A into Scouts
19 340 13:51 — —
16 287 13:19 17:50 — ⛏ Fast Castle
15 275 16:36 — —
14 259 17:13 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,500 1,602 250 100 5,452 5,141
3,250 1,341 250 100 4,941 5,363
2,930 1,350 130 100 4,510 5,311
2,950 1,100 50 100 4,200 5,432
2,300 1,205 50 100 3,655 3,758
2,250 1,109 50 100 3,509 4,169
1,900 1,196 140 100 3,336 3,938
1,750 975 50 115 2,890 3,491
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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