AoeStats
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African Clearing

512681997Analyzed
4v4 RM · 8d ago on Oct 10, 2026· 31m 45s· 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
🇦🇷 Armenians · Argentina
1021
+12
🇨🇳 Gurjaras · China
1002
+13
🇵🇹 Spanish · Portugal
964
+14
🇮🇳 Slavs · India
948
+15
vs
🇹🇼 Cumans · Taiwan
935
-14
🇹🇼 Persians · Taiwan
930
-14
🇦🇷 Persians · Argentina
917
-13
🇹🇼 Vietnamese · Taiwan
913
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 1,299 — — — ⚔ Drush
40 1,266 19:50 — — ⚔ M@A into Fish Boom
31 972 15:32 20:52 — ⛏ Fast Castle
30 968 16:24 21:02 — ⚔ FC into Scouts
29 916 15:52 — —
15 483 — — —
13 404 18:06 21:59 — ⛏ Fast Castle
12 380 18:36 — —

Resources

Player Food Wood Gold Stone Spent Collected
6,460 6,455 3,060 950 16,925 16,476
7,875 4,582 1,980 100 14,537 15,523
5,605 3,087 1,475 950 11,117 12,777
4,390 2,735 475 770 8,370 11,602
6,100 1,550 50 145 7,845 8,264
3,500 2,651 110 400 6,661 6,839
2,275 3,090 50 200 5,615 6,144
1,050 1,682 50 400 3,182 2,990
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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