AoeStats
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African Clearing

510970399Analyzed
4v4 RM · 2h ago on Oct 3, 2026· 19m 11s· 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
🇹🇼 Georgians · Taiwan
1540
+11
🇹🇼 Mongols · Taiwan
1491
+12
🇹🇼 Varangians · Taiwan
1489
+12
🇹🇼 Huns · Taiwan
1482
+13
🇨🇭 Varangians · Switzerland
1433
-13
🇩🇪 Berbers · Germany
1432
-13
🇧🇩 Franks · Bangladesh
1417
-12
🇫🇷 Mongols · France
1366
-10
Player eAPM Actions Feudal Castle Imperial Opening
51 975 12:52 16:41 — ⛏ Fast Castle
48 929 11:24 18:51 — ⚔ Scout Rush
47 904 11:15 — — ⚔ Scout Rush
38 734 11:22 — — ⚔ Scout Rush
33 643 13:34 17:36 — ⛏ Fast Castle
28 546 15:13 — — ⛏ Fast Castle
27 518 12:18 — — ⚔ Scout Rush
15 294 13:43 18:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,115 1,827 625 300 6,867 6,643
3,540 1,803 250 755 6,348 6,157
3,980 1,892 250 100 6,222 5,836
3,450 1,728 50 100 5,328 4,983
3,250 1,455 150 0 4,855 5,880
2,750 1,635 250 100 4,735 5,596
2,755 1,370 50 255 4,430 4,913
2,650 1,365 250 110 4,375 5,016
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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