AoeStats
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African Clearing

510959592Analyzed
4v4 RM · 12h ago on Oct 3, 2026· 39m 9s· 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
1277
+11
🇨🇳 Koreans · China
1237
+12
🇨🇳 Burgundians · China
1078
+19
🇨🇳 Wu · China
1067
+19
🇦🇷 Berbers · Argentina
1162
-16
🇨🇳 Huns · China
1156
-16
🇨🇳 Mongols · China
1153
-15
🇰🇿 Franks · Kazakhstan
1112
-14
Player eAPM Actions Feudal Castle Imperial Opening
58 2,252 13:03 21:13 — ⚔ Scout Rush
45 1,778 15:49 19:35 — ⛏ Fast Castle
44 1,718 12:47 20:08 — ⛏ Fast Castle
31 1,195 13:32 22:17 — ⚔ Scout Rush
29 1,155 16:34 24:57 — ⚔ Scout Rush
24 928 15:25 20:52 — ⛏ Fast Castle
22 869 12:40 25:52 — ⛏ Fish Boom
7 261 — — —

Resources

Player Food Wood Gold Stone Spent Collected
17,570 10,555 7,745 1,250 37,120 39,491
8,335 7,321 3,790 1,700 21,146 23,461
8,145 7,892 3,060 1,475 20,572 21,740
6,630 6,784 3,740 325 17,479 21,914
8,965 4,032 2,445 200 15,642 19,352
6,120 5,902 2,245 850 15,117 17,011
7,280 4,515 2,890 400 15,085 16,131
200 575 0 100 875 309
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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