AoeStats
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African Clearing

505646834Analyzed
4v4 RM · 23d ago on Sep 10, 2026· 23m 7s· 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
🇮🇳 Japanese · India
1779
+4
🇨🇳 Mongols · China
1416
+16
🇦🇷 Sicilians · Argentina
1363
+18
🇮🇳 Huns · India
1295
+20
🇨🇳 Koreans · China
1474
-16
1438
-15
🇨🇳 Mapuche · China
1429
-14
🇨🇳 Magyars · China
1382
-13
Player eAPM Actions Feudal Castle Imperial Opening
45 1,047 14:15 — — ⚔ Skirmisher Rush
44 1,028 11:30 — — ⚔ Scout Rush
41 947 13:32 18:06 — ⛏ Fish Boom FC
38 884 12:32 20:51 — ⚔ Archer Rush
32 732 11:56 — — ⚔ Drush into Towers into Scouts
30 686 14:03 19:08 — ⛏ Fast Castle
30 694 13:46 20:21 — ⚔ Tower Rush
24 548 15:02 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,710 4,301 1,300 225 10,536 10,189
5,355 2,290 600 450 8,695 8,584
4,270 2,665 700 850 8,485 8,077
3,420 2,643 140 605 6,808 6,803
4,195 1,815 50 0 6,060 7,507
3,000 1,253 250 1,415 5,918 6,541
2,825 2,492 50 225 5,592 6,533
2,750 1,123 100 475 4,448 4,063
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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