AoeStats
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African Clearing

510280652Analyzed
4v4 RM · 8h ago on Sep 30, 2026· 36m 3s· 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
🇹🇷 Khitans · Türkiye
1353
+11
🇹🇷 Koreans · Türkiye
1254
+15
🇳🇱 Franks · Netherlands
1207
+16
🇵🇱 Spanish · Poland
1194
+16
🇨🇳 Britons · China
1237
-15
🇻🇳 Saracens · Vietnam
1236
-15
🇦🇺 Khmer · Australia
1217
-14
🇨🇳 Ethiopians · China
1201
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 1,637 12:45 16:41 — ⛏ Fast Castle
41 1,463 14:12 26:23 — ⚔ Scout Rush
37 1,331 11:40 22:51 — ⚔ Archer Rush
23 834 13:02 — —
18 646 15:07 21:12 — ⛏ Fast Castle
15 543 13:26 21:07 35:38 ⚔ Scout Rush
7 260 — — —
7 236 — — —

Resources

Player Food Wood Gold Stone Spent Collected
12,390 6,155 5,070 210 23,825 27,424
14,390 4,965 1,070 185 20,610 22,168
11,105 4,410 4,570 100 20,185 21,871
6,275 6,510 3,440 100 16,325 19,379
5,775 5,080 1,845 1,180 13,880 14,130
3,200 625 50 100 3,975 3,965
1,050 850 50 200 2,150 1,803
800 550 50 100 1,500 1,370
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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