AoeStats
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African Clearing

511046962Analyzed
4v4 RM · 10h ago on Oct 3, 2026· 58m 43s· 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
🇨🇳 Huns · China
1060
+12
🇮🇳 Armenians · India
1037
+13
1000
+45
🇨🇭 Japanese · Switzerland
980
+15
🇹🇼 Cumans · Taiwan
1030
-16
🇹🇼 Vietnamese · Taiwan
974
-14
🇦🇷 Persians · Argentina
961
-13
🇹🇼 Cumans · Taiwan
937
-12
Player eAPM Actions Feudal Castle Imperial Opening
46 2,717 15:36 33:18 52:35 ⚔ M@A into Scouts
29 1,728 12:11 18:19 41:24 ⛏ Fast Castle
27 1,601 19:12 31:51 49:01 ⚔ Drush FC
22 1,282 15:24 55:46 —
19 1,108 21:23 27:37 49:24 ⛏ Fast Castle
17 993 — — —
14 809 32:02 39:00 — ⛏ Fast Castle
9 543 15:00 49:24 57:40 ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
17,785 13,440 7,335 2,000 40,560 48,039
17,565 10,200 9,320 1,185 38,270 45,124
12,575 14,610 9,625 410 37,220 61,116
8,990 5,375 1,390 410 16,165 15,595
7,800 5,435 1,205 925 15,365 17,035
5,210 3,420 1,130 1,610 11,370 10,889
5,050 2,955 250 300 8,555 9,635
850 1,925 50 600 3,425 2,713
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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