AoeStats
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African Clearing

504555146Analyzed
4v4 RM · 26d ago on Sep 5, 2026· 15m 42s· 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
🇨🇳 Armenians · China
1434
+12
🇨🇳 Vietnamese · China
1420
+13
🇨🇳 Magyars · China
1410
+13
🇨🇳 Mongols · China
1300
+17
🇻🇪 Berbers · Venezuela
1433
-17
🇦🇹 Koreans · Austria
1329
-13
🇺🇸 Romans · United States
1317
-13
🇲🇽 Tatars · Mexico
1286
-12
Player eAPM Actions Feudal Castle Imperial Opening
35 554 11:52 — — ⚔ M@A Rush
33 512 12:55 — — ⚔ Scout Rush
32 505 12:08 — — ⚔ Archer Rush
32 500 12:29 — — ⚔ Archer Rush
31 494 11:31 — — ⚔ Scout Rush
31 485 13:06 — — ⛏ Fast Castle
23 363 12:46 — — ⚔ M@A Rush
18 288 12:24 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,950 1,431 210 105 4,696 4,216
2,280 1,637 320 100 4,337 3,846
2,675 1,300 250 100 4,325 4,087
2,660 1,251 50 100 4,061 3,788
2,745 783 340 0 3,868 3,856
1,885 1,498 275 100 3,758 4,156
2,100 1,196 370 0 3,666 3,849
2,500 1,000 50 0 3,550 3,808
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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