AoeStats
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African Clearing

510358924Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 30m 13s· 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
🇦🇷 Persians · Argentina
1627
+11
🇦🇷 Mongols · Argentina
1468
+17
🇦🇷 Varangians · Argentina
1453
+18
🇦🇷 Saxons · Argentina
1439
+20
🇺🇾 Mongols · Uruguay
1537
-18
🇨🇳 Koreans · China
1536
-18
🇨🇳 Mongols · China
1496
-16
🇮🇳 Saxons · India
1440
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 1,476 12:49 16:26 — ⛏ Fast Castle
41 1,253 13:37 17:44 — ⛏ Fast Castle
39 1,164 13:42 17:34 — ⛏ Fast Castle
35 1,069 11:58 — — ⚔ Archer Rush
33 1,008 13:36 22:40 — ⚔ M@A Rush
24 728 13:03 17:06 — ⛏ Fast Castle
22 676 — — —
13 384 12:05 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,800 7,255 1,375 400 18,830 21,207
7,050 6,949 3,695 200 17,894 18,859
5,750 6,145 2,330 950 15,175 16,576
4,350 4,665 2,350 850 12,215 12,468
6,525 3,805 955 525 11,810 11,111
4,550 2,888 50 300 7,788 8,440
2,700 2,225 500 200 5,625 5,724
2,225 1,865 365 100 4,555 4,655
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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