AoeStats
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African Clearing

513397709Analyzed
4v4 RM · 5d ago on Oct 13, 2026· 26m 19s· 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
🇪🇸 Tatars · Spain
1507
+12
🇩🇪 Turks · Germany
1452
+14
🇭🇰 Gurjaras · Hong Kong SAR China
1404
+16
🇭🇰 Romans · Hong Kong SAR China
1340
+18
vs
🇨🇱 Poles · Chile
1480
-18
🇫🇷 Chinese · France
1412
-15
1388
-14
🇫🇷 Khmer · France
1364
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 1,296 13:34 21:10 — ⛏ Fast Castle
42 1,100 13:16 20:23 — ⚔ Scout Rush
39 1,023 15:02 19:24 23:49 ◆ FC into Fast Imp
38 1,000 12:42 23:10 — ⚔ Archer Rush
34 904 13:03 24:10 — ⚔ Scout Rush
33 868 15:14 22:16 —
27 717 11:37 25:59 — ⚔ Tower Rush
20 520 12:51 16:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,250 5,280 840 400 14,770 15,007
4,735 4,160 1,715 300 10,910 11,079
5,030 3,182 1,875 235 10,322 10,057
6,010 3,235 550 300 10,095 10,206
4,860 2,580 420 2,150 10,010 9,262
4,930 2,570 250 785 8,535 10,068
3,940 2,149 480 1,475 8,044 8,840
4,700 2,316 465 200 7,681 8,137
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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