AoeStats
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African Clearing

510564353Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 26m 33s· 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
🇹🇷 Slavs · Türkiye
1045
+11
🇲🇽 Celts · Mexico
909
+17
🇺🇸 Malians · United States
897
+17
🇩🇪 Khmer · Germany
878
+19
🇮🇳 Varangians · India
967
-17
🇺🇦 Lithuanians · Ukraine
932
-21
🇦🇷 Bohemians · Argentina
931
-16
🇻🇳 Spanish · Vietnam
898
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 1,141 14:59 24:51 — ⚔ Scout Rush
37 978 14:04 — —
21 564 15:42 — — ⚔ M@A into Archers
20 524 20:51 — — ⛏ Fast Castle
18 470 16:10 20:26 — ⚔ FC into Archers
17 458 16:16 — — ⚔ Drush into Scouts
15 394 16:20 20:53 — ⛏ Fast Castle
15 403 15:24 24:00 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,200 2,980 370 200 10,750 11,509
5,700 3,005 310 100 9,115 9,582
3,930 2,840 1,165 850 8,785 8,848
4,675 3,115 300 105 8,195 8,712
3,570 2,693 615 100 6,978 6,642
3,660 1,930 490 750 6,830 6,963
3,650 2,376 360 100 6,486 8,450
3,355 2,425 250 210 6,240 7,295
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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