AoeStats
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African Clearing

512839334Analyzed
4v4 RM · 5d ago on Oct 11, 2026· 21m 29s· 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 · Vietnam
1231
+14
🇻🇳 Persians · Vietnam
1227
+15
🇻🇳 Mongols · Vietnam
1191
+16
🇻🇳 Varangians · Vietnam
1053
+22
vs
🇺🇸 Huns · United States
1226
-18
🇨🇳 Byzantines · China
1201
-17
🇨🇳 Vietnamese · China
1200
-17
🇭🇰 Khmer · Hong Kong SAR China
1142
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 1,120 12:21 — — ⚔ Scout Rush
37 803 12:39 — — ⛏ Fast Castle
32 691 12:41 — — ⚔ Archer Rush
30 653 18:46 — — ⛏ Fast Castle
28 605 14:37 — —
27 585 16:00 19:29 — ⛏ Fast Castle
24 516 14:43 18:49 — ⛏ Fast Castle
22 467 13:08 17:54 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,025 2,566 350 100 8,041 7,743
4,500 2,595 250 200 7,545 6,887
3,025 2,735 790 100 6,650 6,815
3,410 2,528 250 100 6,288 6,848
3,110 2,370 320 350 6,150 6,299
3,425 1,325 250 750 5,750 5,574
3,475 1,724 250 200 5,649 5,702
2,070 1,875 50 200 4,195 4,146
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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