AoeStats
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African Clearing

511002407Analyzed
4v4 RM · 10d ago on Oct 3, 2026· 22m 12s· 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
🇨🇳 Danes · China
1340
+14
🇨🇳 Hindustanis · China
1305
+16
1274
+17
🇨🇳 Italians · China
1270
+17
vs
🇹🇼 Varangians · Taiwan
1380
-19
🇮🇳 Mongols · India
1290
-16
🇲🇦 Gurjaras · Morocco
1263
-15
🇭🇰 Inca · Hong Kong SAR China
1257
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 1,123 12:17 20:58 — ⚔ Scouts into Towers
46 1,012 12:03 21:37 — ⚔ Scout Rush
40 898 13:29 19:47 — ⛏ Fast Castle
40 888 13:40 — — ⚔ Champi Rush
30 666 13:20 18:24 — ⚔ Scouts FC
21 469 13:10 21:15 —
19 412 14:23 18:54 — ⛏ Fish Boom FC
2 35 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,550 5,000 250 300 10,100 9,418
4,265 2,860 250 550 7,925 7,235
4,655 2,720 400 100 7,875 8,177
4,695 2,031 250 130 7,106 7,655
3,930 2,245 675 200 7,050 6,603
3,450 1,450 300 1,440 6,640 5,970
3,660 1,640 485 100 5,885 6,201
300 25 0 0 325 340
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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