AoeStats
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African Clearing

510903539Analyzed
4v4 RM · 19h ago on Oct 3, 2026· 20m 17s· 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
🇧🇷 Maya · Brazil
1562
+12
🇧🇷 Huns · Brazil
1552
+12
🇧🇷 Varangians · Brazil
1538
+13
🇨🇱 Byzantines · Chile
1519
+14
🇺🇸 Mongols · United States
1527
-16
1460
-12
🇺🇸 Inca · United States
1456
-12
🇹🇼 Varangians · Taiwan
1434
-11
Player eAPM Actions Feudal Castle Imperial Opening
48 974 14:45 18:16 — ⛏ Fast Castle
47 946 13:18 18:03 — ⛏ Fast Castle
45 917 11:15 — — ⚔ Scout Rush
43 865 12:21 — — ⚔ Scouts into Towers
39 793 14:49 18:43 — ⛏ Fish Boom FC
30 612 12:03 — — ⚔ Scout Rush
26 529 12:16 17:00 — ⛏ Fast Castle
24 492 14:25 18:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,400 2,643 150 100 7,293 7,120
3,625 2,200 465 880 7,170 6,539
3,820 2,661 250 100 6,831 7,944
4,150 2,250 250 100 6,750 6,363
3,475 2,716 250 300 6,741 6,139
3,150 2,148 250 155 5,703 6,306
2,940 2,075 50 355 5,420 5,072
2,850 1,637 550 100 5,137 4,651
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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