AoeStats
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African Clearing

506812375Analyzed
4v4 RM · 17d ago on Sep 15, 2026· 19m 51s· 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
🇨🇳 Saracens · China
1537
+10
🇨🇳 Japanese · China
1396
+16
🇨🇳 Burmese · China
1384
+16
🇨🇳 Khitans · China
1159
+25
🇨🇳 Ethiopians · China
1482
-21
🇨🇳 Vietnamese · China
1386
-17
🇨🇳 Koreans · China
1375
-16
🇨🇳 Lithuanians · China
1293
-13
Player eAPM Actions Feudal Castle Imperial Opening
69 1,368 11:08 — — ⚔ M@A into Archers
66 1,304 13:42 — — ⚔ Scout Rush
49 976 11:35 — — ⚔ M@A into Archers
46 913 — — —
41 824 13:09 17:15 — ⛏ Fast Castle
27 533 14:12 — — ⚔ Drush
26 512 13:10 — —
20 388 13:33 17:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,975 2,325 780 100 8,180 8,508
4,090 2,536 840 100 7,566 7,532
4,135 2,484 545 200 7,364 7,558
3,230 2,040 525 100 5,895 5,637
2,650 1,288 50 240 4,228 3,798
2,150 1,239 50 200 3,639 4,128
2,200 1,100 110 225 3,635 3,552
2,050 1,253 50 100 3,453 3,373
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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