AoeStats
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African Clearing

510299252Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 16m 53s· 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 · China
1170
+16
🇨🇱 Huns · Chile
1169
+19
🇳🇴 Saxons · Norway
1165
+16
🇹🇼 Byzantines · Taiwan
1146
+17
🇨🇳 Cumans · China
1286
-20
🇹🇼 Gurjaras · Taiwan
1131
-15
🇨🇳 Franks · China
1129
-15
🇨🇳 Varangians · China
1127
-24
Player eAPM Actions Feudal Castle Imperial Opening
56 950 13:09 — — ⚔ Archer Rush
31 526 — — —
27 454 13:34 — —
26 441 12:47 — —
25 421 16:18 — —
19 327 12:31 — —
15 250 15:29 — —
14 242 15:05 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,255 1,895 50 100 4,300 4,365
2,500 1,325 370 100 4,295 4,316
2,275 1,535 50 200 4,060 4,195
2,075 1,475 0 100 3,650 4,356
1,950 1,150 50 100 3,250 3,796
1,975 1,170 0 100 3,245 3,900
2,050 1,030 50 100 3,230 3,753
1,700 1,078 50 100 2,928 3,162
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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