AoeStats
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African Clearing

506388477Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 49m 18s· 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
🇺🇸 Mongols · United States
835
+14
🇧🇷 Vietnamese · Brazil
801
+16
🇦🇺 Celts · Australia
759
+17
🇷🇺 Wei · Russia
739
+18
🇨🇳 Franks · China
848
-18
🇹🇼 Portuguese · Taiwan
791
-16
🇨🇳 Hindustanis · China
778
-16
🇨🇳 Spanish · China
756
-15
Player eAPM Actions Feudal Castle Imperial Opening
34 1,658 13:59 22:54 44:08 ⚔ Scout Rush
15 744 14:35 29:20 42:45 ⚔ Scout Rush
10 487 19:02 — —
10 500 15:31 24:52 — ⚔ FC into Skirms
2 86 — — —
0 3 — — —
0 8 — — —
0 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
18,885 12,915 7,510 2,450 41,760 60,142
11,280 10,980 3,855 100 26,215 34,312
11,930 7,785 4,875 950 25,540 30,068
9,680 7,482 50 670 17,882 20,991
0 25 0 0 25 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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