AoeStats
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African Clearing

510673433Analyzed
4v4 RM · 19h ago on Oct 2, 2026· 36m 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
🇲🇽 Spanish · Mexico
1071
+14
🇨🇱 Vietnamese · Chile
1021
+17
🇵🇪 Gurjaras · Peru
1008
+17
🇺🇸 Maya · United States
985
+19
🇺🇸 Malians · United States
1060
-18
🇨🇦 Mongols · Canada
1050
-17
🇺🇸 Persians · United States
1035
-17
🇲🇽 Franks · Mexico
989
-15
Player eAPM Actions Feudal Castle Imperial Opening
34 1,241 16:36 25:43 — ⚔ M@A FC
24 862 13:24 23:13 — ⚔ Scout Rush
17 612 17:25 22:39 — ⛏ Fast Castle
14 496 13:12 20:12 — ⛏ Fast Castle
13 454 16:55 21:52 — ⛏ Fast Castle
11 381 13:42 20:18 — ⚔ Scout Rush
2 65 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
7,075 8,920 5,995 1,600 23,590 26,886
10,610 6,870 2,980 1,600 22,060 23,172
7,630 4,625 460 1,600 14,315 16,260
6,565 1,976 1,755 1,400 11,696 11,974
6,655 3,059 1,460 400 11,574 12,979
5,325 3,079 1,580 1,510 11,494 10,934
750 425 50 100 1,325 1,734
0 0 0 0 0 0
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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