AoeStats
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African Clearing

506859674Analyzed
4v4 RM · 15d ago on Sep 15, 2026· 2m 41s· 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
🇯🇵 Vietnamese · Japan
1750
+13
🇧🇷 Malay · Brazil
1676
+16
🇨🇳 Mongols · China
1662
+17
🇲🇽 Lithuanians · Mexico
1554
+21
🇦🇷 Khitans · Argentina
1730
-19
🇭🇰 Tatars · Hong Kong SAR China
1705
-18
🇹🇼 Shu · Taiwan
1646
-15
🇹🇼 Turks · Taiwan
1627
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 135 — — —
36 97 — — —
26 69 — — —
23 61 — — —
22 58 — — —
22 60 — — —
21 56 — — —
8 22 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 550 0 200 750 375
300 300 0 100 700 100
250 275 0 100 625 53
150 300 0 100 550 150
50 315 0 100 465 57
0 300 0 100 400 0
0 300 0 100 400 0
0 300 0 100 400 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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