AoeStats
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African Clearing

510438066Analyzed
4v4 RM · 11h ago on Oct 1, 2026· 32m 0s· 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
🇨🇱 Huns · Chile
960
+8
🇨🇴 Franks · Colombia
926
+33
🇺🇸 Malians · United States
886
+11
🇨🇦 Spanish · Canada
860
+12
🇺🇸 Spanish · United States
794
-11
🇺🇸 Franks · United States
793
-11
🇺🇸 Chinese · United States
768
-10
🇺🇸 Portuguese · United States
747
-9
Player eAPM Actions Feudal Castle Imperial Opening
17 558 14:47 19:57 — ⛏ Fast Castle
15 480 13:06 17:31 — ⛏ Fast Castle
14 443 17:12 — —
13 405 19:10 26:08 — ⛏ Fast Castle
13 413 18:09 — — ⚔ Towers into Scouts
12 370 17:11 21:53 — ⛏ Fast Castle
10 310 17:29 29:42 — ⚔ Tower Rush
5 161 — — —

Resources

Player Food Wood Gold Stone Spent Collected
10,260 4,505 2,420 100 17,285 18,820
5,355 3,710 2,095 390 11,550 11,659
5,945 3,120 915 750 10,730 13,451
5,200 3,375 455 600 9,630 11,082
3,825 4,210 375 225 8,635 8,766
3,255 2,654 210 360 6,479 7,077
3,250 2,300 250 420 6,220 6,817
550 475 50 100 1,175 604
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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