AoeStats
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African Clearing

510344759Analyzed
4v4 RM · 2h ago on Sep 30, 2026· 48m 27s· 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
🇫🇷 Magyars · France
1278
+13
🇵🇱 Saxons · Poland
1194
+17
🇬🇹 Huns · Guatemala
1193
+17
🇹🇷 Malay · Türkiye
1193
+17
🇧🇷 Huns · Brazil
1244
-17
🇨🇳 Spanish · China
1221
-16
🇧🇷 Bulgarians · Brazil
1209
-16
🇨🇳 Japanese · China
1184
-15
Player eAPM Actions Feudal Castle Imperial Opening
33 1,602 15:12 19:44 44:34 ⛏ Fast Castle
30 1,463 14:32 18:34 36:23 ⛏ Fast Castle
26 1,260 14:40 18:38 38:12 ⛏ Fast Castle
19 940 14:40 20:41 40:49 ⛏ Fast Castle
7 322 — — —
5 224 — — —
3 149 — — —
2 93 — — —

Resources

Player Food Wood Gold Stone Spent Collected
26,420 12,350 12,715 3,100 54,585 65,678
12,500 19,900 17,735 2,350 52,485 62,076
22,820 9,030 9,450 2,900 44,200 47,206
16,455 13,904 9,625 2,550 42,534 45,842
800 350 0 100 1,250 863
450 525 50 100 1,125 439
700 300 0 100 1,100 731
500 450 50 100 1,100 390
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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