AoeStats
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African Clearing

510498692Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 81m 28s· 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
🇩🇪 Malians · Germany
1256
+12
🇮🇳 Vietnamese · India
1216
+14
🇨🇳 Britons · China
1210
+14
🇺🇸 Magyars · United States
1197
+15
🇨🇳 Magyars · China
1261
-17
🇵🇰 Mongols · Pakistan
1172
-14
🇩🇪 Varangians · Germany
1137
-12
🇪🇸 Malians · Spain
1119
-12
Player eAPM Actions Feudal Castle Imperial Opening
36 2,938 15:44 20:22 35:09 ⛏ Fast Castle
35 2,881 14:52 19:35 37:42 ⛏ Fast Castle
0 9 — — —
0 9 — — —
0 9 — — —
0 9 — — —
0 9 — — —
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
50,335 39,490 35,175 3,800 128,800 137,914
33,410 28,795 35,555 7,770 105,530 135,123
0 0 0 0 0 0
0 0 0 0 0 0
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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