AoeStats
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African Clearing

507010132Analyzed
4v4 RM · 16d ago on Sep 16, 2026· 21m 30s· 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
🇺🇸 Malay · United States
1670
+6
🇺🇸 Huns · United States
1532
+11
🇨🇳 Mongols · China
1496
+12
🇺🇸 Magyars · United States
1487
+12
🇩🇰 Lithuanians · Denmark
1448
-11
🇦🇺 Tupi · Australia
1437
-11
🇪🇨 Malay · Ecuador
1419
-10
🇪🇸 Magyars · Spain
1376
-9
Player eAPM Actions Feudal Castle Imperial Opening
49 1,061 12:51 — — ⚔ Skirmisher Rush
39 843 13:17 — — ⚔ Scout Rush
36 782 15:35 19:40 — ⛏ Fast Castle
34 721 11:29 15:55 — ⛏ Fast Castle
34 723 14:07 18:08 — ⛏ Fast Castle
31 670 13:48 21:00 — ⛏ Fish Boom
27 590 11:51 — — ⚔ Tower Rush
18 378 14:19 17:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,920 4,492 340 100 8,852 8,688
5,125 2,220 1,300 0 8,645 8,663
3,500 2,608 690 860 7,658 7,370
4,360 2,831 250 100 7,541 7,711
4,005 1,852 530 600 6,987 7,355
3,500 1,905 250 860 6,515 6,704
3,475 1,455 385 750 6,065 5,666
2,640 2,072 95 160 4,967 4,753
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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