AoeStats
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African Clearing

503851678Analyzed
4v4 RM · 1mo ago on Sep 2, 2026· 3m 16s· 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 · Peru
1247
+18
🇬🇧 Georgians · United Kingdom
1215
+20
🇮🇳 Celts · India
1133
+23
🇨🇳 Berbers · China
1121
+24
🇨🇳 Romans · China
1366
-24
🇭🇰 Magyars · Hong Kong SAR China
1338
-23
🇹🇼 Poles · Taiwan
1292
-21
🇨🇳 Spanish · China
1197
-17
Player eAPM Actions Feudal Castle Imperial Opening
60 198 — — —
47 153 — — —
30 97 — — —
30 97 — — —
28 92 — — —
25 82 — — —
14 47 — — —
8 25 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 575 0 200 775 368
250 400 0 100 750 90
100 478 0 100 678 228
250 300 0 100 650 65
250 300 0 100 650 62
250 275 0 100 625 280
250 275 0 100 625 50
200 325 0 100 625 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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