AoeStats
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African Clearing

510286885Analyzed
4v4 RM · 15h ago on Sep 30, 2026· 15m 18s· 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
🇳🇱 Bulgarians · Netherlands
993
+18
🇩🇪 Romans · Germany
991
+18
🇩🇪 Byzantines · Germany
970
+19
🇫🇷 Khmer · France
938
+20
1090
-20
🇨🇳 Byzantines · China
1065
-20
🇨🇳 Maya · China
1009
-18
1001
-17
Player eAPM Actions Feudal Castle Imperial Opening
40 610 12:07 15:11 — ⛏ Fast Castle
36 548 12:57 — — ⚔ Scout Rush
32 485 13:49 — — ⛏ Fish Boom
25 378 13:55 — —
21 327 — — —
17 254 — — —
6 98 — — —
6 99 13:53 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,150 2,375 0 200 4,725 4,865
3,000 625 200 100 3,925 4,081
2,050 1,367 0 100 3,517 4,103
2,270 1,175 0 0 3,445 4,196
1,200 1,640 50 100 2,990 2,712
1,725 885 50 100 2,760 2,595
1,800 721 50 100 2,671 3,133
1,550 600 50 100 2,300 2,981
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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