AoeStats
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African Clearing

503952812Analyzed
4v4 RM · 29d ago on Sep 3, 2026· 3m 35s· 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
🇨🇳 Huns · China
1500
+15
🇨🇳 Sicilians · China
1472
+16
🇭🇰 Cumans · Hong Kong SAR China
1452
+17
🇹🇼 Celts · Taiwan
1412
+19
🇲🇽 Japanese · Mexico
1618
-24
🇫🇷 Magyars · France
1470
-17
🇨🇳 Spanish · China
1401
-13
🇲🇽 Mapuche · Mexico
1394
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 146 — — —
38 136 — — —
33 117 — — —
21 77 — — —
20 71 — — —
13 48 — — —
6 22 — — —
5 17 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 678 0 200 1,128 568
300 300 0 100 700 320
200 300 0 100 600 0
100 300 0 100 500 20
0 275 0 100 375 0
0 275 0 100 375 20
0 275 0 100 375 0
200 0 0 0 200 60
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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