AoeStats
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African Clearing

504507144Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 24m 20s· 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
1435
+10
🇨🇳 Romans · China
1360
+13
🇭🇰 Japanese · Hong Kong SAR China
1291
+16
🇨🇳 Huns · China
1201
+21
🇬🇧 Vietnamese · United Kingdom
1318
-16
🇧🇷 Wu · Brazil
1305
-15
🇦🇷 Malians · Argentina
1300
-15
🇦🇷 Vikings · Argentina
1276
-14
Player eAPM Actions Feudal Castle Imperial Opening
59 1,441 12:23 24:18 — ⚔ Scout Rush
40 964 11:39 — —
34 816 13:03 — — ⚔ M@A Rush
34 839 13:00 17:31 — ⛏ Fast Castle
27 658 14:27 19:21 — ⚔ Archers FC
26 637 14:45 21:44 — ⚔ M@A FC
22 539 12:46 17:23 — ⛏ Fast Castle
18 444 16:49 20:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,650 2,695 640 850 8,835 8,182
4,425 2,721 430 845 8,421 8,012
3,195 3,395 1,155 200 7,945 7,149
3,945 2,497 640 750 7,832 8,104
3,625 2,493 845 850 7,813 8,507
4,470 2,965 250 100 7,785 8,661
3,390 2,453 450 100 6,393 5,991
2,060 1,487 150 100 3,797 5,095
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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