AoeStats
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African Clearing

505325864Analyzed
4v4 RM · 22d ago on Sep 8, 2026· 15m 45s· 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
🇩🇴 Goths · Dominican Republic
1821
+8
🇨🇳 Berbers · China
1486
+21
🇨🇳 Georgians · China
1437
+24
🇨🇱 Vietnamese · Chile
1389
+26
🇲🇽 Georgians · Mexico
1668
-22
🇨🇿 Spanish · Czechia
1614
-20
🇨🇴 Mongols · Colombia
1609
-19
🇺🇾 Gurjaras · Uruguay
1570
-18
Player eAPM Actions Feudal Castle Imperial Opening
46 725 12:41 — — ⚔ Archer Rush
44 695 14:30 — —
42 660 15:05 — — ⚔ M@A Rush
34 532 13:34 — — ⛏ Fast Castle
33 513 12:58 — —
32 502 13:33 — — ⛏ Fast Castle
31 493 13:56 — — ⛏ Fast Castle
28 435 11:53 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,870 2,217 250 100 5,437 5,262
3,150 1,625 430 100 5,305 4,995
2,900 1,287 250 100 4,537 4,297
2,800 1,385 200 100 4,485 4,181
2,385 1,521 455 100 4,461 4,001
2,600 1,125 200 100 4,025 5,145
2,300 903 50 105 3,358 4,018
1,820 1,255 50 100 3,225 3,516
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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