AoeStats
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African Clearing

510380730Analyzed
4v4 RM · 23h ago on Sep 30, 2026· 5m 6s· 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
🇧🇾 Burgundians · Belarus
1233
+16
🇩🇪 Georgians · Germany
1228
+17
🇲🇽 Gurjaras · Mexico
1207
+17
🇧🇾 Malians · Belarus
1140
+20
🇿🇦 Dravidians · South Africa
1342
-21
🇿🇦 Persians · South Africa
1217
-17
🇦🇷 Tatars · Argentina
1196
-16
🇿🇦 Saracens · South Africa
1193
-16
Player eAPM Actions Feudal Castle Imperial Opening
15 74 — — —
11 56 — — —
8 41 — — —
8 41 — — —
4 22 — — —
3 14 — — —
3 14 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
350 475 50 100 975 271
300 325 50 100 775 133
300 325 50 100 775 190
300 300 0 100 700 104
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 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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