AoeStats
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African Clearing

510752606Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 21m 1s· 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
🇨🇳 Magyars · China
1504
+15
🇹🇼 Khmer · Taiwan
1497
+16
🇭🇰 Mongols · Hong Kong SAR China
1491
+16
🇨🇳 Huns · China
1469
+17
🇷🇴 Huns · Romania
1532
-17
1511
-17
🇨🇴 Lithuanians · Colombia
1478
-16
1444
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 918 12:30 17:04 — ⛏ Fast Castle
42 882 13:15 18:54 — ⚔ Scout Rush
41 865 12:08 16:41 — ⛏ Fast Castle
33 694 11:38 — — ⚔ M@A Rush
27 562 12:37 20:55 — ⚔ Scout Rush
25 517 14:10 19:35 — ⛏ Fast Castle
24 508 12:58 16:38 — ⛏ Fast Castle
19 394 15:18 18:51 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,075 2,798 1,320 300 8,493 7,745
4,125 2,483 470 850 7,928 7,402
3,885 2,325 800 200 7,210 6,893
3,900 2,500 250 400 7,050 6,765
4,590 1,338 495 215 6,638 7,322
_
3,500 1,621 315 885 6,321 6,215
3,590 1,925 430 100 6,045 6,744
3,570 1,959 250 200 5,979 7,321
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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